05-28-2000, 09:00 PM | #1 |
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Armor classes
i made a armor class thing here it is actor SHIELD
fall ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk { } else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SHIELD SHIELD_AMOUNT ifcanseetarget { ifspawnedby PIGCOP { ifrnd 128 addinventory GET_SHIELD PIG_SHIELD_AMOUNT1 else addinventory GET_SHIELD PIG_SHIELD_AMOUNT2 quote 104 sound KICK_HIT palfrom 24 0 32 killit } else addinventory GET_SHIELD SHIELD_AMOUNT quote 38 ifspawnedby SHIELD state getcode else state quikget ifspritepal 2 addinventory GET_SHIELD ARMOR_CLASS1 ifspritepal 8 addinventory GET_SHIELD ARMOR_CLASS2 ifspritepal 6 addinventory GET_SHIELD ARMOR_CLASS3 } enda |
05-28-2000, 09:01 PM | #2 |
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Re: Armor classes
define ARMOR_CLASS1 100
define ARMOR_CLASS2 35 define ARMOR_CLASS3 50 define TROOPSTRENGTH 30 define PIGCOPSTRENGTH 100 define PIG_SHIELD_AMOUNT1 70 define PIG_SHIELD_AMOUNT2 80 stick that in user.con |
05-29-2000, 07:01 AM | #4 |
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Re: Armor classes
Armour class as in what? You mean different players get different armour levels? Or do you mean that the map maker can change have four different types of armour to use in their maps?
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05-29-2000, 04:29 PM | #6 |
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Re: Armor classes
it wont work! it STILL gives 100! this needs work, and SP use......
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05-30-2000, 12:23 AM | #7 |
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Re: Armor classes
Veldrick was it you? or did i do those armor classes? I can't remeber, maybe its in the old rtcm kit i never finished...
Dam, ya theres alot of examples we need. I just didnt have time to package codes back then...err |
05-30-2000, 10:36 PM | #8 |
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Re: Armor classes
Cyborg you know I don't play quake.
And if you look at his code, all it is is the normal code, except if the palette is different, it adds more armour. Therefore, it will only work IF HE CHANGES THE PALETTE OF THE ARMOUR SPRITE IN BUILD.EXE. PS - Corv, you were the one that made the kit. You asked me about the palette bit, and how an actor can't ellectively spawn a different paletted actor, but yuo wrote all of the code yourself. |
05-31-2000, 01:38 AM | #9 |
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Re: Armor classes
exactly, that is supposed to add a quake feel to duke's armor
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05-31-2000, 05:06 PM | #10 |
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Re: Armor classes
stick to the topic, buttmuncher
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05-31-2000, 11:06 PM | #11 |
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Re: Armor classes
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06-02-2000, 10:16 AM | #12 |
Re: Armor classes
The problem is it's just something to look at. In my experience, 1 armor point is equal in value to both 0 armor points and 150 armor points. How much you have doesn't matter... you still take the same amount of damage (even though Matt claims it's different) so it's just something to say, like "ooh, I know where the heavy armor is". Totally useless.
------------------ www.dukeworld.com/warfaretc No... surrender! We never will... RAISE THE WHITE FLAG! |
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06-03-2000, 07:41 PM | #13 |
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Re: Armor classes
Play it multiplayer - my friends and I find that 100 armour helps you to survive three blasts from a shotgun much better than 0 armour.
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06-08-2000, 08:06 AM | #14 |
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Re: Armor classes
What about an armour class that will increase the longer you live?
Sort of like an RPG. Your experience over time will increase your skill and ability to aviod shots. Therefore increasing your armour class slightly. ------------------ "The fear of blood tends to create fear for the flesh." SILENT HILL ----------------------- Duke Map Busters Busting YOUR User Maps ----------------------- |
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