#Working around max active bullets?

3 messages · Page 1 of 1 (latest)

heady wind
#

hey all, is a code like this possible? i'm trying to fill a boss arena with bloodflame as the fight goes on without hitting the 260 active bullet limit. After which, bullets from any attacks won't spawn (yours, the bosses, etc.). Which is quite a problem
I'm also open to any other suggestions because I'm quite stumped on this one, but this is what I've thought of so far

  1. cover the entire arena with bloodflame visual effects (not active bullets)
  2. set those effects to be invisible
  3. set each effect to become visible if that tile comes in contact with a specific bullet (the boss throwing bloodflame)
    --- essentially, as the boss throws more bloodflame, the flame hits the invisible bloodflame visual effects already on the arena slowly revealing them as the fight progresses. just visual effects so far, no damage from them yet

ok time for damage and bullets then:
4. create a "bloodflame trap" bullet by using the tile traps in caria manor (the ones that shoot a glintstone at you when stepped on)
5. cover the entire boss area with those traps as well and add a flag to them where they only start working if the bloodflame visual effect of that tile had already been triggered.
6. Have each of these traps constantly refresh - when a player steps on it, it activates. when they step off of it, it turns off. when they step back on, it turns on, and so on

--- so in total: as the boss throws bloodflame, those bullets hit the invisible bloodflame visual effects all around the map making them visible. each visible tile is then connected to a bloodflame trap that activates a bullet when the player character steps on it while constantly refreshing checking for that. Essentially meaning that the bloodflame the character is standing on will always be a bullet while the bloodflame the character is not standing on will only be a visual effect

dry pagoda
#

A simple method would be to have a region that covers the area you want the bloodflame to occur in. Then place numerous Map SFX set to the bloodflame VFX (disabled by default). You could then detect when the boss uses their attack via an SpEffect in their TAE, and when detected, enabled the VFX and run a EMEVD that checks if the player is within the region, and if so applies a behavior to them that simulates behind hit by bloodflame.

It might be possible to implement your bloodflame bullet method, but I'm not 100% sure.

heady wind
# dry pagoda A simple method would be to have a region that covers the area you want the bloo...

hmmmmmmm ok, let me try to understand this more

  • so I'd create a region that covers the entire boss room
  • id then fill the boss room with map SFX (which are visual effects without the bullet damage?)
  • the region would activate each SFX if the boss uses a list of specific attacks in a specified distance from each SFX
  • create a VFX (damage/bullet effects of something) for each SFX placed that will run an EMEVD checking if the player is in a specified distance from the SFX/VFX and activate/disable the VFX accordingly

Is that right?

Also wouldn't this only activate the SFX in a radius around the boss once they use a specific attack? Ideally, it's set up so that "if the boss uses an attack that throws blood in a straight line, all the SFX in that line activate" or "if the boss throws blood in a curve to the side, the SFX activate along that curve" - just like the normal bloodflame attacks do

And would I have to essentially script/draw out the pattern the SFX/VFX would take prior? for example, this line in the boss arena will always make a line of blood flame, this other part will always have a curve, this other will always be a circle when activated. ideally it's random and based off of what attacks the boss throws, but i would definitely comprise if need be. But if that's the case, how would I draw out those shapes for the SFX? Would that be by simply adding SFX objects in the map editor?