| Blockland Forums > Modification Help |
| Call of Duty Mod NEED HELP! |
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| ::Matt:::
Hey everyone, I have 2 questions. First off I wanted to make a Call of Duty sort of mod. I made it so if you killed someone, in the center of your screen it says +50. Well, that didn't work. Also for my 2nd questions, I was wondering what the coding was for resetting a mini-game. You can find my most likely failed attempt at it at line 93. --- Code: ---package Cod { function gameConnection::onDeath(%client, %killerPlayer, %killer, %damageType, %a) { Parent::onDeath(%client, %killerPlayer, %killer, %damageType, %a); if(1 == 1) { if(%client.kills >= 1) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } %client.kills=0; %killer.kills++; if(%killer.kills == 2) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 3) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 4) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 5) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 6) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 7) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 8) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 9) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 10) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 11) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 12) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 13) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 14) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 15) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 16) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 17) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills == 18) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills >= 19) { centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); } else if(%killer.kills >= 20) { messageAll('',"<color:FFFF00>"@%killer.name@"<color:FFFFFF> got the nuke!"); } else if(%killer.kills >= 20) { resetMinigame; } activatePackage(Cod); --- End code --- |
| ::Matt:::
Wait a second... is HTML compatible with Torque? o_O |
| Bauklotz:
--- Code: ---package Cod { function gameConnection::onDeath(%client, %killerPlayer, %killer, %damageType, %a) { Parent::onDeath(%client, %killerPlayer, %killer, %damageType, %a); %client.kills = 0; if(%client $= %killer) return; %killer.kills++; if(%killer.kills > 1 && %killer.kills < 20) centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); else if(%killer.kills >= 20) { messageAll('',"<color:FFFF00>"@%killer.name@"<color:FFFFFF> got the nuke!"); if(isObject(%mini = %killer.miniGame)) %mini.reset(%mini.owner); } } }; activatePackage(Cod); --- End code --- |
| ::Matt:::
So with RTB Preferences to enable/disable it, it would be... --- Code: ---RTB_registerPref("Enable Nuke Script", "Nuke Script", "$ScriptNuke::Enable/Disable", "bool", "Script_Nuke", false, true, false, ""); package Nuke { function gameConnection::onDeath(%client, %killerPlayer, %killer, %damageType, %a) { Parent::onDeath(%client, %killerPlayer, %killer, %damageType, %a); %client.kills = 0; if(%client $= %killer) return; %killer.kills++; if(%killer.kills > 1 && %killer.kills < 20) centerPrint(%client, "<color:FFFFFF>+<color:00FF00>50", 2); else if(%killer.kills >= 20) { messageAll('',"<color:FFFF00>"@%killer.name@"<color:FFFFFF> got the nuke!"); if(isObject(%mini = %killer.miniGame)) %mini.reset(%mini.owner); } } }; activatePackage(Nuke); --- End code --- |
| Amade:
--- Quote from: ::Matt:: on January 28, 2011, 09:30:42 AM ---Wait a second... is HTML compatible with Torque? o_O --- End quote --- Torque uses TorqueML which is actually fairly different, although it bears similarities to HTML. |
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