| Author | Message | 
        
			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   |   Brain Generating FundsJust 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.
 
 
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			| Sat Feb 10, 2007 6:45 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   | actually this may be possible....
im gonna try it
 
 
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			| Sat Feb 10, 2007 6:49 am | 
					
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			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   | Cool, thanks mate. I really do not have a clue on how to make this. 
 
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			| Sat Feb 10, 2007 6:54 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   | well i dont think the how much gold=health is possible though 
 
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			| Sat Feb 10, 2007 7:01 am | 
					
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			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   | 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.
 
 
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			| Sat Feb 10, 2007 7:09 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   | well you could make it so when you shot the brain it leaked gold but thats basicly the only possible way 
 
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			| Sat Feb 10, 2007 7:15 am | 
					
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			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   | 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. 
 
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			| Sat Feb 10, 2007 7:21 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   | yea you could make it so the emitter didnt emit damage so the only way to kill it was to gib it... 
 
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			| Sat Feb 10, 2007 7:24 am | 
					
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			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   | 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?
 
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			| Sat Feb 10, 2007 7:30 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   |  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 = AEmitterInstanceName = 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
 
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			| Sat Feb 10, 2007 7:42 am | 
					
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			| AquaGeneral 
					Joined: Sun Jan 28, 2007 4:56 am
 Posts: 214
 Location: Australia, Queensland
   |  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 = AEmitterInstanceName = 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!   
 
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			| Sat Feb 10, 2007 7:59 am | 
					
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			| Striker26 
					Joined: Sun Sep 24, 2006 4:01 am
 Posts: 641
 Location: um.......yeah..
   | your welcome happy to help  
 
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			| Sat Feb 10, 2007 8:04 am | 
					
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