Author Topic: Black Ops Zombies Perks  (Read 1668 times)

Speed cola (The reload one) Does not need a playertype. at all
Staminup(The runny fastery one/runny longery) doesn't need one either.
I need to get the perks together, then speed cola would literaly just be changing the StateTimeoutValue i guess?

I need to get the perks together
What do you mean by this
then speed cola would literaly just be changing the StateTimeoutValue i guess?
Maybe a little more complicated if you want to keep it in one datablocks.


I forgot what all the perks do

Quick Revive = When you take enough damage to die,you get downed wile holding a OP pistol that shoots granades.
After few 6-8 seconds you get revived.
Juggernog = Allows you to take more damage than usual (normaly its 2 hits by zombie,but it makes you able to take 4 hits).
Speed Cola = Faster reloading baby!

Double Tap Root Bear = it doubles the damage of every weapon.

The thing we might want to remake since its way interesting is Pack a Punch,a machine that upgrades your weapon.
Adds a laser sight,makes the gun color more futuristic and makes the gun shoot faster for example.
Stop ignoring me people.
Mixing the perks?
Its simply having double tap root bear and speed cola at the same time.
Or for example have all the perks at once (which is possible in cod zombies,and should be possible here).
The mixing perks mechanics thingy is the barrier here though,since you cant mix playertype (to my knowledge)

The mixing perks mechanics thingy is the barrier here though,since you cant mix playertype (to my knowledge)
You don't need to mix playertype I've said this several times in the topic.
If you make a player take reduced damage, it adds pseudo HP (Example, if a player takes Half damage (1/2), then that means they can take twice the damage before dying (2/1), aka the player has "200 HP" (100 * 2/1). If you make a player take 1/3rd the HP, it makes the player have a pseudo HP of 300 (100 * 3/1). Then there's setplayerspeed events and functions so we can dynamically modify the speed of a player. There's actually no need for any new datablocks regarding the player changes.

You don't need to mix playertype I've said this several times in the topic.
If you make a player take reduced damage, it adds pseudo HP (Example, if a player takes Half damage (1/2), then that means they can take twice the damage before dying (2/1), aka the player has "200 HP" (100 * 2/1). If you make a player take 1/3rd the HP, it makes the player have a pseudo HP of 300 (100 * 3/1). Then there's setplayerspeed events and functions so we can dynamically modify the speed of a player. There's actually no need for any new datablocks regarding the player changes.
Ahhh, I see.

speed of a player
There is only a DLC Perk that allows you to run faster,with unlimited stamina.
Stamin Up.
But that was the DLC and the 4 origninal perks dont allow the player to run faster.
Once again i have to say.
Speed cola changes the player reload speed,not movment.

There is only a DLC Perk that allows you to run faster,with unlimited stamina.
Stamin Up.
But that was the DLC and the 4 origninal perks dont allow the player to run faster.
Once again i have to say.
Speed cola changes the player reload speed,not movment.
Player Reload speed has nothing to do with the playertype how many times do I have to reiterate this? I assumed since you mentioned the playertype you were talking about one of the two main things controlled by the playertype, HP or Speed, so when you refer to the playertype I assumed you were either talking about player speed or health which are a part of the playertype.

I know what the perks do.
Speed cola (The reload one) Does not need a playertype. at all
Staminup(The runny fastery one/runny longery) doesn't need one either.
« Last Edit: January 04, 2016, 10:13:10 PM by Alphadin »