User talk:Usurper: Difference between revisions
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== Requests III == | |||
'''Events for the + and - keys (screen sizing)''' to | |||
# Remove the stuttering and sound effect that occurs when pressing them when screen size is set in-con by the userdef screen_size and | |||
# Allow these keys to be used for something else. | |||
'''Custom non-static walls''' - would allow the player to define a tile #. It would be possible to allow these custom walls to: | |||
# Harm the player on contact (forcefield property) | |||
# Bounce the player back (forcefield property) | |||
# Absorb, impact, or reflect projectiles | |||
# "break" and change to another tile | |||
# Spawn glass, debris, or custom actors | |||
# Pan X or Y at independently varying speed | |||
= Previously Granted Requests = | |||
== Requests == | == Requests == | ||
Revision as of 18:31, 28 February 2005
Requests III
Events for the + and - keys (screen sizing) to
- Remove the stuttering and sound effect that occurs when pressing them when screen size is set in-con by the userdef screen_size and
- Allow these keys to be used for something else.
Custom non-static walls - would allow the player to define a tile #. It would be possible to allow these custom walls to:
- Harm the player on contact (forcefield property)
- Bounce the player back (forcefield property)
- Absorb, impact, or reflect projectiles
- "break" and change to another tile
- Spawn glass, debris, or custom actors
- Pan X or Y at independently varying speed
Previously Granted Requests
Requests
define PROJ_TIME - Would allow a custom projectile to vanish or detonate after a certain number of counts. Whether they simply disappear or spawn their explosion/hitradius/etc. would be dependent upon a flag.
define PROJ_RANGE - For melee weapons, would give the weapon's range. A dagger should have a shorter range than a longsword, and a longsword should have a shorter range than a spear, but there isn't a simple way do this currently.
More Requests
noshade - Plug this into an actor and it will ignore sector shading.