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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Counters V3 [Modding theme: Bunker systems]
What it says. Death counters come in five varieties, a cheap version that catches all deaths, and more sophisticated, team-specific ones. Don't overload them. Two different kinds of clocks, one that measures real time, and runs even when paused, one that measures time according to the timescale of the simulation. As an added bonus, a two-part countdown clock for the new year. This and the real-time clock use system clock. lol thanks to maximdude for his accidental clock sprite base
Attachments:
File comment: 24th Dec. V3
Counter.rte.zip [694.65 KiB]
Downloaded 1243 times
Last edited by findude on Thu Dec 30, 2010 11:06 am, edited 7 times in total.
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Sun Dec 19, 2010 7:55 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Death Counters
Good job, findude.
If only I could convert them to how they used to be...
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Sun Dec 19, 2010 7:57 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Death Counters
These are cool, and really stylishly done. A+
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Sun Dec 19, 2010 8:07 pm |
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purple100
Joined: Sat Mar 20, 2010 10:51 pm Posts: 9
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Re: Death Counters
If we could get these attached to Actors, THAT would be awesome. IIRC there's a mod that gives units experience and upgrades for kills but a simple kill counter per unit would be neat.
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Sun Dec 19, 2010 8:43 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Death Counters
It would still just count the deaths of the enemy teams. Though I guess you could do something fancy involving where yoru actor is looking and such. but it wouldn't be able to reliably tell who killed what.
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Sun Dec 19, 2010 8:46 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Death Counters
You could do a check on all sharp objects that left the unit, and see if anything in a 1px radius around them dies. That would be more reliable.
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Sun Dec 19, 2010 9:31 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Death Counters
Would lag + wouldn't help with stuff like missiles. Or when you shoot osmeone and they bleed out.
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Sun Dec 19, 2010 10:41 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Death Counters
Nonsequitorian wrote: Oh, I didn't notice the little flap-like thing you did. This is more stylish than the B23! But B23's was official. And it was on the screen at all times. But great job Findude. I'm amazed.
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Mon Dec 20, 2010 1:00 am |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Death Counters V2 [Modding theme: Bunker systems]
Updated. Mostly minor tweaking and code pruning. Some sounds added and All counter was given a new module.
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Mon Dec 20, 2010 11:22 pm |
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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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Re: Death Counters V2 [Modding theme: Bunker systems]
When i put them along with the moar friends mod they don't show any number,but the rolling effect still takes place
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Wed Dec 22, 2010 6:10 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Death Counters V2 [Modding theme: Bunker systems]
Unable to reproduce
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Wed Dec 22, 2010 7:03 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Death Counters V2 [Modding theme: Bunker systems]
Digital version perhaps? /mockup
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Wed Dec 22, 2010 7:52 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: Death Counters V2 [Modding theme: Bunker systems]
Why on earth?
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Wed Dec 22, 2010 7:54 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Death Counters V2 [Modding theme: Bunker systems]
Why not?
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Wed Dec 22, 2010 8:00 pm |
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Tokochiro
Joined: Mon Jun 28, 2010 3:54 am Posts: 806
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Re: Death Counters V2 [Modding theme: Bunker systems]
If you were confused about what i said,here is a pic to explain Rolling effect but no number
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Wed Dec 22, 2010 8:59 pm |
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