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 Brain Generating Funds 
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Joined: Sun Jan 28, 2007 4:56 am
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Location: Australia, Queensland
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Post Brain Generating Funds
Just then I got an idea about your brain generating gold. For example if my brain has 100 Health I will get 100 Gold per miunite and If it has 65 Health I would recieve 65 Gold Per Minuite.

It would take an amount of pain away from struggling to keep up defences and digging for gold to be able to send in reinforcements.


Sat Feb 10, 2007 6:45 am
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actually this may be possible....
im gonna try it


Sat Feb 10, 2007 6:49 am
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Cool, thanks mate. I really do not have a clue on how to make this.


Sat Feb 10, 2007 6:54 am
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well i dont think the how much gold=health is possible though


Sat Feb 10, 2007 7:01 am
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well then thats just to bad.

Unless someone that starts with a D and ends with a A can help make this by icorparating this in CC. Although I have a huge feeling he would not make this into CC because he is busy or what-ever.


Sat Feb 10, 2007 7:09 am
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well you could make it so when you shot the brain it leaked gold but thats basicly the only possible way


Sat Feb 10, 2007 7:15 am
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yep I know what you mean. That will not be that bad though say if your brain got shot you will get a bounty sort of thing.


Sat Feb 10, 2007 7:21 am
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yea you could make it so the emitter didnt emit damage so the only way to kill it was to gib it...


Sat Feb 10, 2007 7:24 am
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Striker26 wrote:
yea you could make it so the emitter didnt emit damage so the only way to kill it was to gib it...


Can you teach me how to do that?


Sat Feb 10, 2007 7:30 am
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ok go into effects.ini, and find any emitter, here is my example go down to the bottom where you see emission damage. that means that everytime it shoots out a particle it does that much damage. burstdamage is when the emitter is activated it does that much damage. so if you change those two to 0, the only way to kill it will be to gib it
Code:
AddEffect = AEmitter
   InstanceName = Wound Flesh Entry
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/EntryWound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Blood
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
//      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
   EmissionEnabled = 1
   EmissionCountLimit = 2000
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 15000
   BurstSize = 30
   BurstScale = 4
   BurstDamage = 8
   BurstTriggered = 1
   EmissionDamage = 0.0025
   Flash = None
   FlashOnlyOnBurst = 0


Sat Feb 10, 2007 7:42 am
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Striker26 wrote:
ok go into effects.ini, and find any emitter, here is my example go down to the bottom where you see emission damage. that means that everytime it shoots out a particle it does that much damage. burstdamage is when the emitter is activated it does that much damage. so if you change those two to 0, the only way to kill it will be to gib it
Code:
AddEffect = AEmitter
   InstanceName = Wound Flesh Entry
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/EntryWound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Blood
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
//      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
   EmissionEnabled = 1
   EmissionCountLimit = 2000
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 15000
   BurstSize = 30
   BurstScale = 4
   BurstDamage = 8
   BurstTriggered = 1
   EmissionDamage = 0.0025
   Flash = None
   FlashOnlyOnBurst = 0


Thanks for the code Striker! :grin:


Sat Feb 10, 2007 7:59 am
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your welcome happy to help :)


Sat Feb 10, 2007 8:04 am
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