add bomb arrow
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[DefCore]
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id=BombArrow
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Version=6,0
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Category=C4D_Object
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Width=4
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Height=15
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Offset=-2,-7
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Vertices=3
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VertexY=-6,6,0
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VertexFriction=120,120,120
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Value=35
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Mass=12
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Components=Wood=3;Metal=1;Firestone=2;
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Picture=12,0,64,64
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Rotate=1
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Float=1
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After Width: | Height: | Size: 4.5 KiB |
After Width: | Height: | Size: 3.5 KiB |
After Width: | Height: | Size: 3.9 KiB |
After Width: | Height: | Size: 4.2 KiB |
After Width: | Height: | Size: 4.3 KiB |
After Width: | Height: | Size: 4.4 KiB |
After Width: | Height: | Size: 4.0 KiB |
After Width: | Height: | Size: 4.5 KiB |
After Width: | Height: | Size: 4.5 KiB |
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/*
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Bomb Arrow
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Same as an arrow but explodes on impact. Overloads from the arrow script
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and implements additional features.
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@author Maikel
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*/
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#include Arrow
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// Callback from the hitcheck effect: explode on impact with target.
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public func HitObject(object obj)
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{
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// First let the normal arrow hit take place, then explode for additonal damage.
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_inherited(obj, ...);
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// Explosion strength a little random with only a small radius.
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return Explode(12 + Random(3));
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}
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// Callback on hit: explode on impact with landscape.
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public func Hit()
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{
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// Only explode on impact with the landscape if the object was in flight.
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// Explosion strength a little random with only a small radius.
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if (GetEffect("InFlight", this))
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return Explode(12 + Random(3));
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return;
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}
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// Determines the arrow strength: only 40% that of the normal arrow.
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public func ArrowStrength() { return 4; }
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/*-- Properties --*/
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local Name = "$Name$";
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local Description = "$Description$";
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local Collectible = 1;
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Name=Feuerpfeile
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Description=Explosive Munition f<>r den Bogen.
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Name=Fire Arrows
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Description=Explosive ammunition for the bow.
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