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 Wishes for new Variables!!! 
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Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
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Striker26 wrote:
i love the person who made this topic (not gayly)

Wrong. It's very gay. And it's numgun.

...gay.

In any case, awesome! Good ideas, and good to see Data cares for the community. :)


Tue Feb 20, 2007 7:42 am
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Hmm. My plan was a success.

<.<

>.>


BUWHAHAHAAHHAAAAa

Image


Tue Feb 20, 2007 5:25 pm
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Joined: Sun Sep 24, 2006 4:01 am
Posts: 641
Location: um.......yeah..
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Omni wrote:
Striker26 wrote:
i love the person who made this topic (not gayly)

Wrong. It's very gay. And it's numgun.

...gay.

In any case, awesome! Good ideas, and good to see Data cares for the community. :)


no im not gay i like girls :)


Wed Feb 21, 2007 1:55 am
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Joined: Fri Dec 15, 2006 7:40 pm
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Location: Los Alamos, NM
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can we get off the topic of sexual preferences?

Anyway, I really like the idea of scriptable AI. I'm obsessed with artificial intelligence.

And here is my "wish":

Code:
BecomesInactive =


and if x=1, then...

Code:
BecomesInactiveAfter =


Basically, I want something to determine whether the weapon becomes inactive, and if it does, how long it takes for it to become part of the scenery. Unless there's some way of determining this that I do not know of.


Wed Feb 21, 2007 2:16 am
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chargeup sounds


Wed Feb 21, 2007 3:11 am
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Joined: Sat Oct 14, 2006 8:51 pm
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hidden = 1
//this would let us hide stuff from
//the players prying eyes

attachdevice = helddevice
copyof = smg

//this would let us use the hidden/not hidden devices on
//actors


Wed Feb 21, 2007 6:49 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Code:
SellItem = 0 / 1

(if you want to have your weapon show up on the buy menu)
(This is for rpg gibs you dont want to show up on the nades list and for the weapons that come automaticly with the actor)


Wed Feb 21, 2007 4:20 pm
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Joined: Sat Feb 17, 2007 3:02 am
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Location: Middle of Nowhere
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Code:
//Instead of FullAuto= #

FiringMode= #
//0= Single 1=Burst 2=FullAuto 3=Single+Burst 4=Burst+FullAuto 5=Single+FullAuto 6=Single+Burst+FullAuto


Mon Feb 26, 2007 7:09 am
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Joined: Sun Feb 25, 2007 2:53 am
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Quote:
IsHero= 1-if this actor dies, you lose 0-if he dies nothing happens


Quote:
StartUpTime=


Quote:
Limited= 0-you can have as many as you want //1-you can only have a number of this actor
Limit=


Quote:
TimeLimit= 0-it will stay on the battle till he(or it) dies. 1-exploedes after a limited amount of time.(usful for C4 of something)


Quote:
InstaGib= 0-when someone passes trough it,it will not cause any harm//1-if someone touches it, it may harm it


Sun Mar 04, 2007 4:43 am
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Code:
Invincible = 1


Makes turf invulnerable. Unable to be sunken through, shot through, or broken in any way.[/code]


Sun Mar 04, 2007 6:17 am
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Code:
IsCloakable = X
CloakLimit = Y // in seconds

You know you want it.


Sun Mar 04, 2007 3:38 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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AI = AI
AIMode = Moron / Uber Soldeir / Normal / Total ♥♥♥♥♥♥♥

The 'I' setting in the 'AI'
Moron = A DOH type of soldeir that cant aim
Total ♥♥♥♥♥♥♥ = An UBER DOH kinda soldeir that cant hold a gun
Uber Soldeir = Uber Soldeir
Normal = What we have now


Sun Mar 04, 2007 4:19 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Code:
RoundVelocity = 10

(For normal bullet speed, the RoundVelocity must be the same as FireVelocity)


This is for recoil reversing and for making such projectiles as ''missiles'' that are slow at the start and instantly gain speed as specified on RoundVelocity variable.

--------------------

Code:
FirePause = 100       (Time in milliseconds, 0 for no pause)
FirePauseRoundCount = 4   

 (Number of rounds are allowed to fire fully automaticly before starting a pause)



This is for weapons that shoot in bursts, but still need another amount of time for seperate reloading. A semi-automatic weapons choise.




Btw, should I gather all the good ideas on the first post?


Wed Mar 07, 2007 7:36 pm
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maybe
Code:
Pull = 1 or -1 to pull towards you


Wed Mar 07, 2007 11:27 pm
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Joined: Tue Feb 13, 2007 6:13 am
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A variable that would control explosion direction, like

Code:
ParticleMatrix= "insert degrees like 90 for the right, 120 for down, 180 for the left, and 360 for the top. The particle spread would do the spreading."


Wed Mar 07, 2007 11:50 pm
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