Relic Hunters Zero: Remix

Relic Hunters Zero: Remix

KerBlaster
12 Comments
Jö Sir Midnight 22 Oct, 2017 @ 1:22am 
I should mention this gun occasionally does so much knockback, that it literally makes enemies that are not killed fly across the map...

and when the shot that would normally send duncans flying kills...it turns them into a pixelly red mist. complete with the satifying slo-mo lag...B L I S S
Chan Weak 6 Sep, 2017 @ 4:39am 
Great, man! Hope u make some other great works :steamhappy:
MechaTails  [author] 5 Sep, 2017 @ 7:16pm 
Whew, finally got this working the way I wanted. I added Flak ammo and tweaked the stats to hopefully give it a distinct playstyle.
Chan Weak 5 Sep, 2017 @ 5:09pm 
oh ok
MechaTails  [author] 5 Sep, 2017 @ 5:08pm 
Nope, no one seems to know anything yet. I posted on the forum about it already, hoping the dev responds eventually.
Chan Weak 5 Sep, 2017 @ 5:07pm 
but did u figure how to fix ur problem wit the rocket projectile?
MechaTails  [author] 5 Sep, 2017 @ 5:02pm 
(Edited response lol)

Nope, we cant use that programming language, the dev has to make that available to us as a...Trait? String? Whatever the term is.

So for example, they would have to make a trait called [bullet_burst_on_hit] so we can use it like:

[bullet_burst_on_hit]:"1" (1 is true, 0 is false)
[bullet_burst_amount]:"4" (the number is projectiles the bullet should split into on hit)
Chan Weak 5 Sep, 2017 @ 4:57pm 
i know but can you use it to make it burst into bullets like u were wondering how to do?
MechaTails  [author] 5 Sep, 2017 @ 4:55pm 
Thanks Blu, that's not how we can mod the weapons though. It's a lot simpler, like:

[fire_rate]:"1.4"
[ammo_type]:"medium"
etc.

The dev could probably use that though.
Chan Weak 5 Sep, 2017 @ 4:47pm 
try coding this into the weapon/rocket:

void Update() {
if (rocket != null)
rocket.velocity += rocketSpeed;

if (rocket.hitSurface) {
Vector3 surfaceNormal = rocket.hitSurface.normal;

for (int i = 0; i < Random.Range(minBulletsToCreate, maxBulletsToCreate), i++) {
// Assuming the bullets move on their own
Instantiate(bullet, rocket.transform.position, Quaternion.Euler(surfaceNormal + Random.onUnitSphere * randomBulletDirectionMagnitude));
}

Destroy(rocket);
}
}

(i asked some people about that burst bullet rocket thing to help u out :steamhappy:)
Self Medicated sups.gg 3 Sep, 2017 @ 1:02pm 
THIS!!!! :steamhappy:
Woey 3 Sep, 2017 @ 12:47pm 
great job :D