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[ 10 posts ] |
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Making items pick-up-able, like gold?
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MegaDeath
Joined: Tue Oct 16, 2007 8:51 pm Posts: 11 Location: Computer.
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Making items pick-up-able, like gold?
I was planning for my second mod, and I need to know... How do i make it so a material can be picked up for money, like you can with gold shreddings?
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Mon Dec 17, 2007 3:13 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Making items pick-up-able, like gold?
Gold is hardcoded.
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Mon Dec 17, 2007 3:14 am |
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MegaDeath
Joined: Tue Oct 16, 2007 8:51 pm Posts: 11 Location: Computer.
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Re: Making items pick-up-able, like gold?
Damn... That flushes the idea down the toilet... Any way you can make it uh... Not hardcoded in the next build?
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Mon Dec 17, 2007 3:17 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Making items pick-up-able, like gold?
Ask the person making the game about it.
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Mon Dec 17, 2007 3:19 am |
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MegaDeath
Joined: Tue Oct 16, 2007 8:51 pm Posts: 11 Location: Computer.
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Re: Making items pick-up-able, like gold?
Thought you were one of them, you are an admin after all.
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Mon Dec 17, 2007 3:19 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Making items pick-up-able, like gold?
Support Admin, not game developer.
The staff who run this forum are not developers of the game; they're the staff that run the forum.
Except they don't even get paid.
Data and Promster are the only two "developers" of the game, and Promster only does sprites.
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Mon Dec 17, 2007 5:56 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Making items pick-up-able, like gold?
Yeah, forum authority doesn't necessarily mean they are part of what the forum is based around.
By the way, you could still make your gold-like thing work, but it would be a very different way of getting your money for it.
Just make it in 'chunks' which are HeldDevices that have gold value, but are not buyable.
1) AHuman digs up or in some other way obtains your valuable HeldDevice. 2) AHuman picks it up, adding it to his inventory. It would work as an improvised shield, too. The effectiveness of this shielding would be determined by the size of the sprite, and the GWL of the HeldDevice. If it gibs, you could still make it gib into smaller, less valuable HeldDevices. The total value of these gibs can be less than that of the original, to show that it has been damaged. 3) AHuman drops the HeldObject into a craft with open doors 4) Craft returns, and you get the gold value of the HeldDevice
Or you could just touch it with a craft that has open doors.
The main problem of this idea is that the chunks are devices that no one is using, and that means they'll be deleted when Base.rte/Settings.ini s MaxUnheldItems (line 17) is exceeded. The solution to this is to edit settings.ini, but then your battlefields eventually get cluttered in weapons and tools that no one is using.
I thought this through thoroughly (say that ten times fast) when I was coming up with my fossil dig campaign mission concept. I even started on it in B18, but Data unfortunately didn't make it possible for users to make their own missions. Or, at least, he didn't for B19/CB1 Pre-release.
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Mon Dec 17, 2007 7:25 am |
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MegaDeath
Joined: Tue Oct 16, 2007 8:51 pm Posts: 11 Location: Computer.
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Re: Making items pick-up-able, like gold?
Uh, no. It's supposed to be dug. That is all. Dug. If it's impossible, make it possible, or it won't be done. That is how i work.
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Mon Dec 17, 2007 11:42 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Making items pick-up-able, like gold?
Make it made of gold.
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Mon Dec 17, 2007 11:42 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Making items pick-up-able, like gold?
Alenth Eneil wrote: Make it made of gold. What he said.
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Mon Dec 17, 2007 11:42 pm |
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