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Downside is you cannot walk on those items.
I recolored a water tile to blood for him last night, waiting to hear back so I can animate it.
That's really cool. I like it but I'm not sure it's seaworthyKynt wrote:does this pass for a small pirate ship ye landlubbers?
I was testing pirate/ghost hybrids for undead pirate mobs, looks decent imo.
Top half is chosen randomly amongst a bunch of pirate avs and bottom half is randomly either the white or the black ghost.
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eggmceye wrote:ParadoxOfChoice wrote: Zombie using bow/sling probably shouldn't give disease.
the zombies are pulling the arrows out of their ass
Be cool if when you looked at it or mouse over it had a custom name ...LordMortiferus wrote:I tweaked the last cannon a bit adding another fence under the front of the cannon barrel with a ship undertile:I think this looks better.
@Max: is there a way to disable glowing on named items?
Next step would be to write a small switch-script to make the cannon shoot cannon balls when you 'a'ctivate it.
Edit: the draw distance for GFX sure is a limit - you have to be within 4 tiles to see the explosion of the cannonball. Otherwise is looks and sounds good.
Code: Select all
function cc_cannon(id,x,y,z) map = get_map_ptr(z) send_event(z,-1,40,34,EVENT_MISSLE,MISSLE_BOULDER,40,32) -- GFX for cannon ball send_event(z,-1,40,32,26,0) -- Explosion GFX end
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That'd be pretty good but I don't think it's possible to tint hybrid mobs.Keighn wrote:Tint the pirates ghostly green or sickly with a little aura.