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Brain Generating Funds http://45.55.195.193/viewtopic.php?f=4&t=2149 |
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Author: | AquaGeneral [ Sat Feb 10, 2007 6:45 am ] |
Post subject: | 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. |
Author: | Striker26 [ Sat Feb 10, 2007 6:49 am ] |
Post subject: | |
actually this may be possible.... im gonna try it |
Author: | AquaGeneral [ Sat Feb 10, 2007 6:54 am ] |
Post subject: | |
Cool, thanks mate. I really do not have a clue on how to make this. |
Author: | Striker26 [ Sat Feb 10, 2007 7:01 am ] |
Post subject: | |
well i dont think the how much gold=health is possible though |
Author: | AquaGeneral [ Sat Feb 10, 2007 7:09 am ] |
Post subject: | |
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. |
Author: | Striker26 [ Sat Feb 10, 2007 7:15 am ] |
Post subject: | |
well you could make it so when you shot the brain it leaked gold but thats basicly the only possible way |
Author: | AquaGeneral [ Sat Feb 10, 2007 7:21 am ] |
Post subject: | |
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. |
Author: | Striker26 [ Sat Feb 10, 2007 7:24 am ] |
Post subject: | |
yea you could make it so the emitter didnt emit damage so the only way to kill it was to gib it... |
Author: | AquaGeneral [ Sat Feb 10, 2007 7:30 am ] |
Post subject: | |
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? |
Author: | Striker26 [ Sat Feb 10, 2007 7:42 am ] |
Post subject: | |
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 |
Author: | AquaGeneral [ Sat Feb 10, 2007 7:59 am ] |
Post subject: | |
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! |
Author: | Striker26 [ Sat Feb 10, 2007 8:04 am ] |
Post subject: | |
your welcome happy to help |
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