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 The warhammer of Zillyhoo. 
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Data Realms Elite
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Post Re: The warhammer of Zillyhoo.
Well I notice you pretty much did the entire coding. ._.
I mean you just need the offsets finished.

EDIT: Oh wate there's still the big attack isn't there.


Fri Jul 15, 2011 10:33 am
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Post Re: The warhammer of Zillyhoo.
Miggles wrote:
Well I notice you pretty much did the entire coding. ._.
I mean you just need the offsets finished.

EDIT: Oh wate there's still the big attack isn't there.

I took the shovel, and put it on the warhammar, Migs.


Fri Jul 15, 2011 2:30 pm
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Post Re: The warhammer of Zillyhoo.
Well really, what else is there to do? Melee weapons all work like the shovel. You just make a bigger AoE and KABOOM you're done. :/


Fri Jul 15, 2011 3:23 pm
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Post Re: The warhammer of Zillyhoo.
Miggles wrote:
Well really, what else is there to do? Melee weapons all work like the shovel. You just make a bigger AoE and KABOOM you're done. :/

That's exactly my issue. I don't know jack ♥♥♥♥ about making code. I only know how to tweak stuff. I don't know how to make some super slam bomb.


Fri Jul 15, 2011 6:30 pm
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Post Re: The warhammer of Zillyhoo.
This thread is morbidly amusing.


Fri Jul 15, 2011 6:32 pm
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Post Re: The warhammer of Zillyhoo.
thesoupiest wrote:
This thread is morbidly amusing.

I looked up five different sites and two horrible videos on what that means and I still don't understand what you mean by that.


Fri Jul 15, 2011 6:38 pm
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Post Re: The warhammer of Zillyhoo.
He's saying that he thinks this is stupid, but funny to watch.
Personally I want to use this. Very much.


Fri Jul 15, 2011 7:11 pm
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Post Re: The warhammer of Zillyhoo.
BigBomb wrote:
Miggles wrote:
Image



Win hammer is win.

I still can't get it, what's the problem in all of this?


Fri Jul 15, 2011 7:27 pm
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Post Re: The warhammer of Zillyhoo.
As it is now, the hammer just works as a shovel. That kind of makes your actor explode, but that's beside the point.
Basically we want this hammer to make a big slash that cuts into the ground and ♥♥♥♥ everyone up in the process.

Like this, from the first post.
Image
We want this kind of effect, but neither of us know how does that.
I fixed up everything else except for the attack itself. So for now it's just a shovel that hurts you a metric ♥♥♥♥ of damage, and doesn't actually work on enemies because the base code is a shovel.


Fri Jul 15, 2011 8:17 pm
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Post Re: The warhammer of Zillyhoo.
Well, you could make it emit an emitter upwards, and then make that emitter emit the particles in the desired angle, and you could have something similar to that effect, except it won't have curves.


Fri Jul 15, 2011 9:19 pm
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Post Re: The warhammer of Zillyhoo.
You could make it curve; it's not complicated, but it requires a little Lua.


Sat Jul 16, 2011 8:02 am
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Post Re: The warhammer of Zillyhoo.
I noticed this with all melee weapons. You know how you look down and hit your foot?
Is there a way to push away the AOF from the actor so you do, NOT get slammed/slashed/dead?

Thought it would be necessary to include, so no one shits themselves when they try to get it to work.


Sat Jul 16, 2011 10:14 pm
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Post Re: The warhammer of Zillyhoo.
FireIgnoresThis = 1

When the particles are directly fired from the weapon, with this variable you make the round ignore the parent (weapon and actor).

But if you spawn the particles with an emitter (for example, the revolver cannon), this variable won't be useful at all.


Sat Jul 16, 2011 10:18 pm
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Post Re: The warhammer of Zillyhoo.
There's also a script somewhere near the shovel that gets the particles to ignore it's firer. Just edit the .lua and change 'Shovel' to the name of the gun.


Sat Jul 16, 2011 11:13 pm
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Post Re: The warhammer of Zillyhoo.
Kettenkrad wrote:
There's also a script somewhere near the shovel that gets the particles to ignore it's firer. Just edit the .lua and change 'Shovel' to the name of the gun.

Already did that.


Sun Jul 17, 2011 12:32 am
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