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Messages - Headcrab Zombie

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3631
Suggestions & Requests / Re: Save and Load maxhealth
« on: March 28, 2015, 12:45:19 PM »
Well i use this mod for setting max health, so if its as easy as you say would anyone mind doing it please?
I just looked at the persistence script and I'm not sure how registerpersistencevar handles players
I don't know if you'd do RegisterPersistenceVar("maxHealth", false, ""); or RegisterPersistenceVar("player.maxHealth", false, ""); or what


It was just an example.

If you want a health mod I've made one long ago that has this file inside. If I remember it also modifies VCE stuff.
https://www.dropbox.com/s/mnctkr1p2uc8o0z/Zzerver_NewHealth.zip?dl=1
Note that this mod is pretty old to me and it might break some stuff.

Just an fyi
This addon is about three or so times as large as it needs to be
Player, AIPlayer, Vehicle, and WheeledVehicle all inherit from ShapeBase. So you only need to define the methods for ShapeBase. I see you did that for many methods, but you defined addhealth and sethealth (looks like exaclty the same code) individually for each class

3632
Modification Help / Re: Please look over my script
« on: March 28, 2015, 12:20:59 PM »
you still have
random brackets after cancel
missing brackets after the if
%bool argument and anything referencing it [the argument in the function call]

When I said
and just do

cancel(...);
%this.addvelocity(...);
schedule(...);


I really did mean just do. Meaning the directionaljet function should only be those three lines.
And those ellipsis are there because I didn't feel like copying the entire contents of the code. It's psuedocode.  You're not supposed to just paste that in

When you create an opening bracket "{", you always need a closing bracket "}".
Example:
Technically in that case you don't. But it's better to learn to always put them in until you know what you're doing

3633
Modification Help / Re: Please look over my script
« on: March 28, 2015, 01:04:41 AM »
In armor::ontrigger
missing an opening bracket for the if
else if should be one line

in directionaljet:
random brackets after cancel
missing brackets after the if

Logically, your directionaljet function won't work properly
Drop the %bool argument and anything referencing it, and just do

cancel(...);
%this.addvelocity(...);
schedule(...);


and then change the directionaljet(0) call to a cancel

Also, don't use acronyms (djl) for variable names unless it's very obvious what it means

3634
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 27, 2015, 11:49:25 PM »
i dont understand
that many tails cannot fit onto one ass
i don't normally like the many tailed things
but that picture is nice

3635
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 27, 2015, 11:23:03 PM »

3636
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 27, 2015, 10:48:25 PM »


3637
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 27, 2015, 09:06:22 PM »
♪ And now I'm back. ♪
♪ From outer space! ♪
You just walked in to find us here
with that sad look upon our face

3638
Suggestions & Requests / Re: Save and Load maxhealth
« on: March 27, 2015, 05:47:19 PM »
wrong
you can simulate modifying max health by dividing/multiplying damage received to give the appearance of having that much health
What are you talking about
That's exactly what I said
package the damage functions to reduce incoming damage by a percent

3639
Modification Help / Re: Scripting Weapons
« on: March 27, 2015, 05:46:11 PM »
For the types you mentioned, just mess with them

3640
Off Topic / Re: gif or jif: the great debate topic
« on: March 27, 2015, 03:02:30 PM »
its not called "j-peg" its pronounced "guh-peg"
i made it so i decide
But is it peg or pej !?!?

3641
Suggestions & Requests / Re: Save and Load maxhealth
« on: March 27, 2015, 11:17:46 AM »
There's no way to do this in general because there's no one way to set max health individually per player.

Max health is a datablock field, the only way to adjust it individually per player is to package the damage functions to reduce incoming damage by a percent calculated by a "max health" variable, and this could be named anything.

But, if you give a link to the add-on you want it to work with, adding health saving is just adding one line of code (and executing script_player_persistence)

3642
Suggestions & Requests / Re: Addons competing for BottomPrint
« on: March 26, 2015, 10:26:34 PM »
Give this a try
It redirects all bottomprint calls into a queue (discarding any messages that are too similar to another already queued message) and then cycles through them

I haven't experimented with it using actual bottomprint calling add-ons, so I don't know if the similarity factor needs to be adjusted at all.
But it works well with test calls

They still won't show both add-on message at the same time, but instead of fighting, all add-ons using the bottom print would be given an equal "share"
Probably the best you're going to get, unless you manage to get every add-on dev to work together with their bottomprints

3643
Off Topic / Re: wasd vs esdf
« on: March 26, 2015, 11:51:26 AM »
I think one of the Tribes games used esdf by default

3644
Off Topic / Re: Furry Megathread - Furry Things Here
« on: March 26, 2015, 10:05:38 AM »

3645
General Discussion / Re: Zapkraft's Draw Something! - Beta
« on: March 26, 2015, 12:37:22 AM »
yeah he had a queue set up but it kept skipping players who were suppose to be next
Personally I'd do something similar to Transformice, where the person chosen to draw is the person with the most points, with their points reset after drawing
 
Keeps afk players and players who don't know what their doing away from drawing.
Really easy to code too

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