Poll

Should Mounds Make the Helmet?

Yes
57 (96.6%)
No
2 (3.4%)

Total Members Voted: 59

Author Topic: Kevlar Vest V2  (Read 12957 times)

Commonly asked questions: Hey, Brozie, Will you edit the model to make it look better to my standards? No, I will cannot not.
So you can...?  

Double negatives, bro.

I think it will be very useful for all sorts of zombie mini-games 9/10 Lacks some epic accessory

Hey, if you make a helmet, can you make a helmet styled like the "M-1" helmet used during WWII, Korea, and Vietnam? It is so cool.
Ya, sure, if I do.

Alright, literally 11 people said yes with zero nos, I'll do it.
« Last Edit: February 23, 2013, 02:30:48 AM by Mounds Bar »

I can't really support you on this add-on Broze, the promotion of war on a kid's game isn't within the confines of my morals.

I can't really support you on this add-on Broze, the promotion of war on a kid's game isn't within the confines of my morals.
Touché...

I updated the code a little to fix some problems:

1. People could drop it after equipping for others to equip.
2. Taking it off made all player nodes appear.
 
Code: [Select]
function BodyArmorImage::onFire(%this, %obj, %slot)
{
%client = %obj.client;
if(%client.player.Armoron == 0)
{
//set your datablock to parachuting
//%client.player.setDataBlock("PlayerBodyArmor");
//hide any backpack items if you are wearing them
%obj.hidenode(cape);
%obj.hidenode(pack);
%obj.hidenode(quiver);
%obj.hidenode(tank);
%obj.hidenode(armor);
%obj.hidenode(bucket);

%obj.hidenode(epaulets);
%obj.hidenode(epauletsranka);
%obj.hidenode(epauletsrankb);
%obj.hidenode(epauletsrankc);
%obj.hidenode(epauletsrankd);
%obj.hidenode(shoulderpads);
%obj.player.setnodecolor("larm", "0.0784314 0.0784314 0.0784314 1");

//mount the Body Armor and unmount the un-Body Armoring Armor (confusing, I know)
%client.player.unmountimage(2);
%client.player.mountimage(BodyArmor2image, 2);
%client.player.Armoron = 1;

%currSlot = %obj.currTool;
%obj.tool[%currSlot] = 0;
%obj.weaponCount--;
messageClient(%obj.client,'MsgItemPickup','',%currSlot,0);
serverCmdUnUseTool(%obj.client);
}

else
{
messageClient(%obj.client, '', "\c6You already have kevlar equipped.");
}
}

This makes it so the item is removed from the inventory after use to fix the issues I mentioned above.

Also it's not like people would want to take it off anyway, and this frees up inventory space after equipping.

Download Here

-snip-
Sorry, man, I'm not the best coder, I've been trying to learn but currently I can only rig, I knew about those problems but didn't know how to fix them.

Thanks for fixing that for me :)

Sorry, man, I'm not the best coder, I've been trying to learn but currently I can only rig, I knew about those problems but didn't know how to fix them.

Thanks for fixing that for me :)
No problem feel free to update OP with it or not totally up to you.

No problem feel free to update OP with it or not totally up to you.
Oh, I will, thanks for being so generous, man.

Hey, just wondering, if it's not too much to ask, could you add a few things to the script for the M-1 add-on I'm making when it's finished?

Holy forget I love you.

Can you make a version that does 50% damage reduction?

Holy forget I love you.

Can you make a version that does 50% damage reduction?
Tezuni or I?

That's a really simple change in the script, actually.

Tezuni or I?

That's a really simple change in the script, actually.
both.

anyway change =0.80 to =0.50 for 50% reduction?

Oh, I will, thanks for being so generous, man.

Hey, just wondering, if it's not too much to ask, could you add a few things to the script for the M-1 add-on I'm making when it's finished?
No promises, but I can try.  PM me if you need help.

both.

anyway change =0.80 to =0.50 for 50% reduction?
Yes.

No promises, but I can try.  PM me if you need help.
Thanks.