Author Topic: New Rewards v2  (Read 3213 times)

No, that would make rains of terror to easy since it is more of a bunch of smaller rains stringed together.

I don't like this idea, in Blockland its too easy to abuse.

tommybricksetti is all so good at scripting he says in the add-ons forum, how about he makes it.

here is one for you: stun killer (or something like that) - this is for when you stun someone in mid-air and they fall to their death.....

you can't die from tumbling unless you have Zor's die from tumbling script.

I'd like it if the head disappears after a headshot.

Add this to the bottom of your new rewards script. But I'm not sure what to name the projectile for it to affect all projectiles.

function Projectile::Damage(%this, %obj, %col, %fade, %pos, %normal)
{

 if(%col.getclassname() $= "Player")
 {
%damLoc = %col.getDamageLocation(%pos);

if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3)
{
%col.hideNode(headSkin);
%col.hideNode(helmet);
%col.hideNode(pointyHelmet);
%col.hideNode(flareHelmet);
%col.hideNode(scoutHat);
%col.hideNode(bicorn);
%col.hideNode(copHat);
%col.hideNode(knitHat);
%col.hideNode(triplume);
%col.hideNode(septplume);
%col.hideNode(visor);
%col.hideNode(plume);
}else if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 4.5){ //adjust the 4.5
}
}

return Parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
}
« Last Edit: February 06, 2008, 02:56:09 PM by tommybricksetti »

Or had a red spray paint particle stream fly out on the opisite side it was hit on? But that may be to gory......


you can't die from tumbling unless you have Zor's die from tumbling script.
AND???? Just add that script with it :P

Zor already did. But i dunno how to make it affect all tumbling if i put it in the new rewards script.

So Rky are you planning on making this like you said or what?

Grave Killer:kill someone while your dead

Add this to the bottom of your new rewards script. But I'm not sure what to name the projectile for it to affect all projectiles.

function Projectile::Damage(%this, %obj, %col, %fade, %pos, %normal)
{

 if(%col.getclassname() $= "Player")
 {
%damLoc = %col.getDamageLocation(%pos);

if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 3.3)
{
%col.hideNode(headSkin);
%col.hideNode(helmet);
%col.hideNode(pointyHelmet);
%col.hideNode(flareHelmet);
%col.hideNode(scoutHat);
%col.hideNode(bicorn);
%col.hideNode(copHat);
%col.hideNode(knitHat);
%col.hideNode(triplume);
%col.hideNode(septplume);
%col.hideNode(visor);
%col.hideNode(plume);
}else if(getword(%pos, 2) > getword(%col.getWorldBoxCenter(), 2) - 4.5){ //adjust the 4.5
}
}

return Parent::Damage(%this, %obj, %col, %fade, %pos, %normal);
}

This would both break every projectile and give an error either from the lack of a parent damage function, or fact that you called a return from it.
Needs moar package.

Perhaps a slight reward if you hit them directly with a rocket. Most people just abuse the radius damage and shoot the ground near their target. Make aiming worth it.

Maybe it could hide all nodes except the head and hat, and spread red assorted brick types.