well my original plan was for the switches to work as global switches
all bsl security hatches are locked in a world
then unlocked when you find the single matching switch in the world
story wise idk how to work them in but as they would work really well for a map making tile
but they would...
not sure if you want it or not but heres some of the sprites i made when i was messing around adding some fusion content
i got stuck trying to get the locking system working how i wanted to and i sorta lost interest
this
wasnt entirely only metroid mod stuff
but iirc the first time i beat him was terra gravity suit
fully upgraded v3 beams except for lumite (a v1/v2 charge beam works with v2/v3 beams), missile launcher with full tanks and nova combo
as for accessories
the standard terraria musts like a...
got the switches done for the most part
they glow on a 4 frame cycle (1>2>3>4>3>2>back to start)
they have a second display animation that is a postdraw that shows it as unlocked or locked but i couldnt figure out how to animate it
(for one reason is that the unlocked/locked animation is 2...
space pirates "native" to zebes are called that
so pirates in zero mission, super, otherm and fusion are all zebesians/ cyborg zebesian/ zebesians-X
(relatively native as pirates are not actually native to zebes)
im honestly hoping the pirates gets an overhaul before an invasion is made
as supers zebesians were very very...
lame and clunky looking
give me any other versions of the pirates anyday
id love to see the prime 3, fedforce, or fusion pirates
i feel that the fusion suits would be excellent as low defense high damage armors
maybe coupled with what sylux said about spawning X-parasites from things so it would be a low defense high damage armor with the ability to heal more if you can catch the X released from mobs
[edit 2]
another...
oh
with the missiles thing
couldnt you add a check like how you did beam hits on hatches in MGlobalProjectile.cs?
if (projectile.Name.Contains("XXXX")) replace XXXX with things like rocket missles etc etc
then apply the gravity effect
thats exactly how i was thinking about doing it (thanks for the examples though as those will come in handy)
my problem though is that ive got about zip in coding experience
i dont think you saw my comment asking about it about it last time.
but scoot do you have any tutorials on modding terraria that you could like to share?
i want to make fully functioning bsl security hatches
with matching switches that trigger an unlocked or locked state in all the matching...
i dont think you saw my comment asking about it about it last time.
but scoot do you have any tutorials on modding terraria that you could like to share?
i want to make fully functioning bsl security hatches
with matching switches that trigger an unlocked or locked state in all the matching doors
oh yeah speaking of nightmare
did you think about having its gravity effect effect missiles
and speaking of missiles
couldnt you put both the missiles and the beams onto one weapon? (beams being left click and missiles being right click. would make the cs file a mess though id imagine)
neat workaround for the time being panaxiom
as for more beams
i wouldnt mind seeing a beam "plus" system
say you wanted to roll with supers max beam or fusions max beam
just upgrade it with lumite to match the strength of the celestia beams
nothing but a pure damage upgrade
question scoot
are hatches supposed to not work as "open" doors?
looking at the coding its counted as a door when its closed but not counted when its open
meaning you cant use them as doors for npc or bed rooms without npcs constantly shifting rooms + the fact that you have to make sure to close...
scoot any chance you could go nuts commenting the code for some of your bosses?
i feel like a custom mobs and bosses would be much easier to make if i had an example to follow through with what does what.
also do you have any tutorials for terraria modding that you would suggest?
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