Author Topic: Incendiary Ammo  (Read 1848 times)

Is there a way to make "Incendiary Ammo"?

With events. Like:

Incendiary Box:

OnActivate - Self - VCEModVariable - Player - IncendiaryAmmo - Add - 1

For the Bot:

OnBotattacked - Attacker - VCEIfValue - IncendiaryAmmo - => - 1
OnVariableTrue(This is where the problem appears)

OnVariableTrue - Self - SetOnFire

There's no "Bot" on the Self,Player,Client Box. I'm trying to mix Bot Events with Elemental Spells to make a "Incendiary Ammo".

The script would be: (Correct me if i'm wrong)

registerOutputEvent("FxDTSbrick", "SetOnFire", "");

function AIPlayer::SetOnFire(%obj)
{
   FireMProjectile.RadiusDamage(0, %obj, 0, %obj.getPosition(), 0);
}

And would add to the "server.cs" at Weapon_ElementalSpells

I actually did this.. But it did not work.

I'd appreciate if someone could help me with this.

Can somebody just make a ammo.cs and give it to people.
And it could be a line of code in it like:
$RegisterAmmo[Ammount of ammo].("WeaponImage");
It would be so much easier.

Can somebody just make a ammo.cs and give it to people.
And it could be a line of code in it like:
$RegisterAmmo[Ammount of ammo].("WeaponImage");
It would be so much easier.
a function in a global variable
wut

a function in a global variable
wut
Something where you..
AMMO MODDDDDDDDDDD



Kalphiter =  :iceCream:
Yea, that's it, I refuse to answer any more scripting related question from you.

Yea, that's it, I refuse to answer any more scripting related question from you.

Why, Why thanks an honor, thank you.

Someone help please.

I really need this :/

Why, Why thanks an honor, thank you.
Thanks an honor? That doesn't even make sense.