Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - The Titanium

Pages: 1 ... 417 418 419 420 421 [422] 423 424 425 426 427 ... 450
6316
Help / Re: Badspot, seriously, help me with my email problem.
« on: September 01, 2010, 07:12:56 PM »
why

6317
Suggestions & Requests / Re: Model for Syringe gun?
« on: September 01, 2010, 07:03:10 PM »
What about having the syringe gun add to ubercharge?
yeah, i know, kind of unnoticeable
and yeah, if one uses both syringe gun and ubersaw = fail

6318
nou

6319
Wow, that's actually a perfect name.
Now lets see my stupid script kiddy skills:
Code: [Select]
package ReserveAmmo
{
function ItemData::onCollision(%data,%obj,%col)
{
%type = %col.getType();
%p = %obj.WeaponDropReserve / 100;
%addslot1 = %col.MaxReserve[tool[0]] * %p;
%addslot2 = %col.MaxReserve[tool[1]] * %p;
%addslot3 = %col.MaxReserve[tool[2]] * %p;
%addslot4 = %col.MaxReserve[tool[3]] * %p;
%addslot5 = %col.MaxReserve[tool[4]] * %p;
if(%obj.WeaponDropReserve >= 1 && (%type & $TypeMasks::PlayerObjectType))
{
          %col.toolReserve[%col.tool[0]] + %addslot1;
          %col.toolReserve[%col.tool[1]] + %addslot2;
          %col.toolReserve[%col.tool[2]] + %addslot3;
          %col.toolReserve[%col.tool[3]] + %addslot4;
          %col.toolReserve[%col.tool[4]] + %addslot5;
%obj.delete();
}
else
Parent::onCollision(%data,%obj,%col);
}
function ItemData::onAdd(%this,%obj)
{
if($WeaponDropReserve !$= "")
{
%obj.WeaponDropReserve = $WeaponDropReserve;
$WeaponDropReserve = "";
}
Parent::onAdd(%this,%obj);
}
function WeaponImage::onMount(%this,%obj,%slot)
{
if(this.MaxReserve >= 1 && this.SpawnReserve >= 1 && (%obj.currTool == -1 || %obj.toolReserve[%obj.currTool] $= ""))
{
%obj.toolReserve[%obj.currTool] = %this.SpawnReserve;
}
}
function servercmdDropTool(%client,%slot)
{
if(!isObject(%client.player))
return Parent::servercmdDropTool(%client,%slot);

if(!isObject(%client.player.tool[%slot]) || %client.player.getMountedImage(0).MaxReserve <= 0)
return Parent::servercmdDropTool(%client,%slot);

if(%client.player.getMountedImage(0).DropReserve >= 1)
$WeaponDropReserve = %client.player.getMountedImage(0).DropReserve;

%client.player.toolReserve[%client.player.currTool] = "";
return Parent::servercmdDropTool(%client,%slot);
}
};activatePackage(ReserveAmmo);
I did just completely rip off of Space Guy.
I can definitely tell I am doing it wrong.

6320
That's a good point as well...
Perhaps parameters for what the damage at a certain distance and beyond and a certain distance and closer?
that way we could even flip the system

6321
How could I have missed that!?
Jesus, I am thick.


Anyway, thanks and thanks for the explanation.

6322
You don't have to pity me. I'm not seeking that.

Of course, you would have to give such damage falloff to specific weapons perhaps by manually giving the weapons variables within their Image datablocks.
Otherwise, things like the Sniper would probably become ultimately useless like you said.

6323
Code: [Select]
function servercmdDropTool(%client,%slot)
{
if(!isObject(%client.player))
return Parent::servercmdDropTool(%client,%slot);

if(!isObject(%client.player.tool[%slot]) || %client.player.tool[%slot].maxAmmo <= 0)
return Parent::servercmdDropTool(%client,%slot);

$weaponAmmoLoaded = %client.player.toolAmmo[%client.player.currTool];
%client.player.toolAmmunition[%client.player.currTool] = "";
return Parent::servercmdDropTool(%client,%slot);
}

I'm sorry for being stupid but how exactly is $weaponAmmoLoaded being imported into the dropped item? Is it automatically done if theres no, well, for lack of a better word and for existence of high levels of ignorance, 'prefix'?

6324
Suggestions & Requests / Re: Rape ability
« on: September 01, 2010, 03:22:26 PM »
isn't this (primarily) a kid's game?


rape


uhh...

6325
Spoke with Jurttu, he thinks 'Ammunition' is best.
I think since no-one really cares about this topic, I'll use this post to try and keep track of my pathetic attempts at scripting. But not now.

MaxReserve = # [Maximum ammunition capacity. Overflowing this much ammunition by picking up ammunition results in resetting total ammunition to this value. If this variable does not exist this weapon does not use this ammunition system.]
SpawnReserve = # [How much ammunition one begins with this weapon. If this does not exist or is set to 0, one spawns with no ammunition for this weapon.]
DropReserve = # [This determines how much ammunition is given to each item in the inventory if picked up after being dropped. This number represents the percent of each item's Maxammunition that is refilled to each item. If this number is zero or is not implemented, it does not act like ammunition upon being picked up. This action of picking-up-and-getting-ammunition should probably be disable-able via RTB preferences.]

6326
Suggestions & Requests / Re: Model for Syringe gun?
« on: September 01, 2010, 02:43:07 PM »
I think that I've already gotten the message that load-outs suck. Still...

Syringe gun has a random chance to stun the enemy?
but yeah, that'd probably be no fun for the recipient...

6327
Don't ask me. I have no idea. Perhaps I am extremely boring and my ideas suck.

6328
Its like half of all the topics I start simply die or get derailed instantly.

6329
Suggestions & Requests / Re: Model for Syringe gun?
« on: September 01, 2010, 02:16:43 PM »
Well, I'm kind of looking for the opinion of someone with a little more brains when it comes to gameplay mechanics.
No offense.

6330
Suggestions & Requests / Re: Model for Syringe gun?
« on: September 01, 2010, 01:55:52 PM »
Sorry, didn't read that quote before.

What about a Syringe gun that had a prolonged 'bleed' or 'poison' effect on the enemy?
Sorry if this incessant barrage of my so called ideas is pissing you off.
Just trying to find out a way to implement this bullstuff.
I know what I am saying is garbage.

i see you're probably not going to respond, either

...

i knew it

Pages: 1 ... 417 418 419 420 421 [422] 423 424 425 426 427 ... 450