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 Wishes for new Variables!!! 
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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gnatinator wrote:
As far as I can tell, sharpness sort of works in certain situations. But in order to get a particle to actually hurt an actor, it needs to be fired very quickly at it (which imo, dosen't look right for flame throwers)


Build 13 has sharpness for MOSParticles, I though.


Sun Feb 18, 2007 1:40 am
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Code:
IsMovableObject = _//basically for turrets, but can be for other things.

Code:
RemoteDevice = _//1-0  For mines and such

Code:
ExplosionRange = __ (X value) __ (Y Value)//40-250 X or Y.


Thats just a few more I came up with.


Sun Feb 18, 2007 7:15 am
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Heres a new one: Especially for weapons that might have pre-firing effects like particle charge ups on possible energy weapons. (CC is futuristic afterall.)

Code:
FireDelay = 20 //If ''None'' than the firedelay is off. Otherwise its the time in milliseconds before the gun will actually fire when the firing key was pressed.

FireDelaySprite = ChargeUp.bmp //a custom sprite for the delay time while its active.
          FrameCount = 3 //the number of pictures to be shown in the animation

Sprite Offsets: //Placing for above
    X = 2
    Y = 8

Playsound = FireDelayStart //Plays this sound when the player presses the trigger.
               Filepath = Mahgun.rte/Powerup.wav

Playsound = FireDelayCancel  //If player releases the fire button while its running the Firedelay, the FireDelayStart stops immediatly and the FireDelayCancel is played. The FireDelay has now reset.
               Filepath = Mahgun.rte/Powerupstop.wav


Last edited by numgun on Sun Feb 18, 2007 1:39 pm, edited 1 time in total.



Sun Feb 18, 2007 1:37 pm
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or a minigun perhaps?


Sun Feb 18, 2007 1:39 pm
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Yes, or that. : D


And take this you frikkin short message baboon thing!

>_o ,,\,


Sun Feb 18, 2007 1:40 pm
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hmm... how about

Code:
MapEditorEnable= 1


Sun Feb 18, 2007 3:25 pm
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Code:
completelyowning = 1
lol :lol:


Sun Feb 18, 2007 5:51 pm
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Code:
ItemCost = _ //change the cost of all items and actors


Sun Feb 18, 2007 6:07 pm
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How about:

Code:
WoundsActors=_


I want this for my flash grenade. If it is on, then the particle can hurt actors and tear off their limbs. If off, then it will just knock them back.


Sun Feb 18, 2007 6:50 pm
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actually for me i would like this
Code:
round_damage = 100  //insta-kill


Sun Feb 18, 2007 7:09 pm
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s0me_guy, the last three you posted are already achievable through modification of other variables.


Sun Feb 18, 2007 7:43 pm
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firedelay would be awesome like they said up there.


firingsprite = img
reload sprite = img
so on and so forth.


Tue Feb 20, 2007 3:24 am
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something that would allow you to determine what actors and ships the enemy would use in a map


Tue Feb 20, 2007 5:30 am
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This thread is great... we will carefully consider your wishes, and implement the best ones when time allows!

Thanks


Tue Feb 20, 2007 7:02 am
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holy crap are you serious?!?!
freaking awesome!
Celebrate!


Last edited by Striker26 on Wed Feb 21, 2007 1:27 am, edited 1 time in total.



Tue Feb 20, 2007 7:10 am
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