Wishes for new Variables!!!
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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.
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Sun Feb 18, 2007 1:40 am |
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s0me_guy
Joined: Sun Dec 10, 2006 6:00 am Posts: 93 Location: ENFOLD!
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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.
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Sun Feb 18, 2007 7:15 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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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.
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Sun Feb 18, 2007 1:37 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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or a minigun perhaps?
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Sun Feb 18, 2007 1:39 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Yes, or that. : D
And take this you frikkin short message baboon thing!
>_o ,,\,
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Sun Feb 18, 2007 1:40 pm |
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Party Pancakes
Joined: Thu Oct 12, 2006 12:32 pm Posts: 89
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Sun Feb 18, 2007 3:25 pm |
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electric cheese
Joined: Sat Feb 03, 2007 5:14 pm Posts: 56 Location: Running away from those danm cheese rolers.
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Code: completelyowning = 1 lol
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Sun Feb 18, 2007 5:51 pm |
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Party Pancakes
Joined: Thu Oct 12, 2006 12:32 pm Posts: 89
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Code: ItemCost = _ //change the cost of all items and actors
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Sun Feb 18, 2007 6:07 pm |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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How about:
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.
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Sun Feb 18, 2007 6:50 pm |
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Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
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actually for me i would like this Code: round_damage = 100 //insta-kill
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Sun Feb 18, 2007 7:09 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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s0me_guy, the last three you posted are already achievable through modification of other variables.
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Sun Feb 18, 2007 7:43 pm |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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firedelay would be awesome like they said up there.
firingsprite = img
reload sprite = img
so on and so forth.
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Tue Feb 20, 2007 3:24 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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something that would allow you to determine what actors and ships the enemy would use in a map
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Tue Feb 20, 2007 5:30 am |
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Data
DRL Developer
Joined: Tue Jul 27, 2004 8:02 pm Posts: 428 Location: AZ
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This thread is great... we will carefully consider your wishes, and implement the best ones when time allows!
Thanks
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Tue Feb 20, 2007 7:02 am |
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Striker26
Joined: Sun Sep 24, 2006 4:01 am Posts: 641 Location: um.......yeah..
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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.
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Tue Feb 20, 2007 7:10 am |
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