[quote=“i2amroy, post:3, topic:9444”]I was just gonna use an ammo item entry (which isn’t a real item, just a string you input through the JSON) to track what we used to explode, letting it be set by the player (and not messing with the actual monster inventory at all). That would mean that all the data required to make your own kamikaze bot with any given explosive would be accessible in the JSON file; you could make bots carrying anything from fireworks to dynamite to mininukes if you wanted to without having to change the code at all.
I originally considered just using a fake item (and I almost certainly will for the actual explosion part), but the problem is that I needed to access the data on how large the explosion was to determine how close to the player the bot had to get before starting the countdown. Without that data to adjust the “range” on their activation special you end up with the bots carrying small explosives not necessarily being able to reach the player before the bomb goes off, or bots carrying mininukes waiting until they get right next to the player, thus removing any chance of escape at all (This would, of course, remove the epic scene of you seeing the bot activate, taking off running away from the bot, and then barely escaping the edge of the huge explosion as the zombies around you are consumed in fire).
That said the way you outlined there looks like it could work, I’ll take a shot at implementing it tomorrow. Thanks.[/quote]
You could always create a fake npc, carrying a ‘fake’ bomb, like the tank-drones do. They have someway to store their ammo.