Uuuuhhmmm...
Sssoooo...
I was going to just make a little room for postmastery, a "
how to use the custom element as an architect"
for the GUN. But as I was starting to put it together, I really felt like (for future use) it'd be nice if that workaround to the potential future bug handled force arrows and orthosquares properly. Then I realized that the GUN's script never actually handled those things properly in the first place.
Then I remembered that the Ambient Sound command exists, and facepalmed myself in the face as to why in the world I was using speech command for the sound effects when THAT exists!
Long story short, I'm attaching another update with some code changes yet again. Namely:
Click here to view the secret text
×-the boss (in 3S1E) has been updated to use the ambient sound command instead of the speech command when he shoots.
-The GUN handler has a ton of fixes. I THINK that copying and pasting script is much better behaved with ambient sound commands than it is with speech commands, but if not, I can attach the sound effects I used in a zip file in another post and show exactly where in the code they should go.
-There is now a room in 2N of the "TESTING STUFF" level which should be copied and pasted wherever you like into postmastery. Feel free to change its room style, flip it vertically, whatever you need. (It may also be possible to use the character in the 'postmastery' room to update the default character, as it's an instance with character type wraithwing rather than another copy of the default-script "GUN Handler" entity.)
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109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 02-18-2024 02:31 AM]