Codelyy Posted July 25, 2015 Share Posted July 25, 2015 I am making a character who i wish to have a basic attack that is ranged instead of the normal melee attack but the problem is... i have no idea where to start XD. Any help on just where to start? Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/ Share on other sites More sharing options...
StarmanUltra Posted July 25, 2015 Share Posted July 25, 2015 I'm looking for the same thing. I just finished all the character art finally, so now I'm looking to give the character its properties. This is my first mod, so I don't know where to start, besides looking in the base game files. I thought McTusk might be the answer, but it seems he just equips a blow dart item to use (which disappears when he dies). Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/#findComment-657292 Share on other sites More sharing options...
Noggle Posted July 25, 2015 Share Posted July 25, 2015 by basic attack, do you care if they have a weapon equipped, or do you mean with nothing equipped? The former is incredibly easy, the second one, not so much Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/#findComment-657306 Share on other sites More sharing options...
StarmanUltra Posted July 25, 2015 Share Posted July 25, 2015 I meant nothing equipped. Would I be able to call something like this? (From the Bishop) local function EquipWeapon(inst) if inst.components.inventory and not inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS) then local weapon = CreateEntity() --[[Non-networked entity]] weapon.entity:AddTransform() weapon:AddComponent("weapon") weapon.components.weapon:SetDamage(inst.components.combat.defaultdamage) weapon.components.weapon:SetRange(inst.components.combat.attackrange, inst.components.combat.attackrange+4) weapon.components.weapon:SetProjectile("spit") weapon:AddComponent("inventoryitem") weapon.persists = false weapon.components.inventoryitem:SetOnDroppedFn(inst.Remove) weapon:AddComponent("equippable") inst.components.inventory:Equip(weapon) endend Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/#findComment-657314 Share on other sites More sharing options...
DarkXero Posted July 27, 2015 Share Posted July 27, 2015 inst.components.combat:SetRange(attack, hit)attack being distance for the attack to be valid to start.hit being distance needed between attacker and attacked for the damage to apply. Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/#findComment-657683 Share on other sites More sharing options...
StarmanUltra Posted July 28, 2015 Share Posted July 28, 2015 Holy crap I didn't think there was a single-line solution! Obviously I want to do more with it than cheaty ranged melee swings, but this helps a ton! Link to comment https://forums.kleientertainment.com/forums/topic/56484-basic-range-attack/#findComment-657842 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now