Things I wanna know v2.

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Things I wanna know v2.

Postby Snakey » Thu Sep 28, 06 5:51 pm

A grenade that summons the effects of all 3 grenades (EMP, Gas and LAM) with the EMP blast having the biggest radius, the gas epxlosion having half the radius of this, and the LAM explosion having the smallest radius.

A pickup that has the same effect as Matrix Vodka but is not deactivated by MTL.

A pickup that blows you up.

A pickup that doubles the damage of your weapons temporarily.

A gun that recharges your teammates EMP by, say, 20 points when it hits them, but takes off 20 points if they're on the other team.

A projectile like the Poison Dart, but the damage doubles each time.

How to make a projectile home in.

How to make a projectile spawn something on the position it hits.

A grenade that changes names.

A grenade that looks like a basketball when it lands but blows up when a player gets close.

A sword that changes mesh/skin.

A gun that switches places between the firer and the firee.

A weapon that changes a players view.

A gun that wipes a players inventory, poisons them, gets rid of their EMP, destroys their legs and changes their name.


I'm also waiting for;

Dae to help me with the Cassandra Project gun code

Allan to help me with my Paintball Gun.
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Postby Dae » Thu Sep 28, 06 6:21 pm

It is all easy unless you're asking us to make all these classes by ourselves. If we do everything for you you will not learn anything.
I can help with theory, name useful functions and maybe even name mods where I've seen a specific feature, just, you know, i will not make whole scripts for you.
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Postby Snakey » Thu Sep 28, 06 7:32 pm

Fair enough.
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Postby MainMan » Thu Sep 28, 06 7:39 pm

Surely after one or two questions you could have learnt yourself? Don't be lazy.

That is the reason why, when in your other thread, I posted the answer, but you had to do some work to put it together, you fell over and shit yourself, unable to do anything, looking like ":shock:".

I think I speak for most coders, when I say that we will not give you code to just 'paste in', so you can pass it off as 'Snakey's mod'.

Do some work.
Last edited by MainMan on Thu Sep 28, 06 8:13 pm, edited 1 time in total.
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Postby Snakey » Thu Sep 28, 06 8:05 pm

I don't see how you could jump to that conclusion when I didn't even reply to the your post.
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Postby MainMan » Thu Sep 28, 06 8:06 pm

Snakey wrote:I don't see how you could jump to that conclusion when I didn't even reply to the your post.

That is exactly why I came to that conclusion - with all the other questions, you kept bumping the thread impatiently, saying 'come on answer me' (or something equivalent to that), but with mine you didn't even say anything.

EDIT: Btw, don't get me wrong, I don't have anything against you, just it annoys me when people just lay out a load of requests, and they want the coding done for them.
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Postby Snakey » Thu Sep 28, 06 8:11 pm

Its all true D:
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Postby Dae » Fri Sep 29, 06 5:31 am

A pickup that blows you up.

Take Liquor40oz (or any other pickup, this is just an example) from Deus Ex and instead of drug effect and healing functions (find them), set player's (the one who frobs it) health to -1000, then let him die by Died(None, 'Gibbed', Location);
This is a method used to kill players when they switch team (taken from PlayerPawn.uc, line 2015 and 2016).
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Postby kBo » Fri Sep 29, 06 11:55 am

How to make a projectile home in.


Look at the GEP code.
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Postby Snakey » Sun Oct 08, 06 1:14 pm

~[A]Daedalus~ wrote:
A pickup that blows you up.

Take Liquor40oz (or any other pickup, this is just an example) from Deus Ex and instead of drug effect and healing functions (find them), set player's (the one who frobs it) health to -1000, then let him die by Died(None, 'Gibbed', Location);
This is a method used to kill players when they switch team (taken from PlayerPawn.uc, line 2015 and 2016).


Will this actually explode them though?

-EDIT-

"Died: Bad Expression or Command"
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Postby Alex » Sun Oct 08, 06 1:54 pm

It's a bad function if you don't call it in the player.
So it probably must be Player.Died(Vars here);
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Postby Snakey » Sun Oct 08, 06 2:16 pm

Well it works now, but I don't like the effect at all. After using it, you isntantly appear at the spawn room with a shield around you and the "You Died" message appears.

I want a normal explodey death.
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Postby MainMan » Sun Oct 08, 06 5:10 pm

Replace
Code: Select all
Player.Died(blahblah...);

with
Code: Select all
Player.Explode();
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Postby Allan » Sun Oct 08, 06 5:23 pm

Err... players don't have coding for exploding... :(

The only thing like it is DroneExplode.
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Postby MainMan » Sun Oct 08, 06 7:24 pm

MIBs did it, so I assumed that all pawns could. Just use this from the MIB.

Code: Select all
function Explode()
{
   local SphereEffect sphere;
   local ScorchMark s;
   local ExplosionLight light;
   local int i;
   local float explosionDamage;
   local float explosionRadius;

   explosionDamage = 100;
   explosionRadius = 256;

   // alert NPCs that I'm exploding
   AISendEvent('LoudNoise', EAITYPE_Audio, , explosionRadius*16);
   PlaySound(Sound'LargeExplosion1', SLOT_None,,, explosionRadius*16);

   // draw a pretty explosion
   light = Spawn(class'ExplosionLight',,, Location);
   if (light != None)
      light.size = 4;

   Spawn(class'ExplosionSmall',,, Location + 2*VRand()*CollisionRadius);
   Spawn(class'ExplosionMedium',,, Location + 2*VRand()*CollisionRadius);
   Spawn(class'ExplosionMedium',,, Location + 2*VRand()*CollisionRadius);
   Spawn(class'ExplosionLarge',,, Location + 2*VRand()*CollisionRadius);

   sphere = Spawn(class'SphereEffect',,, Location);
   if (sphere != None)
      sphere.size = explosionRadius / 32.0;

   // spawn a mark
   s = spawn(class'ScorchMark', Base,, Location-vect(0,0,1)*CollisionHeight, Rotation+rot(16384,0,0));
   if (s != None)
   {
      s.DrawScale = FClamp(explosionDamage/30, 0.1, 3.0);
      s.ReattachDecal();
   }

   // spawn some rocks and flesh fragments
   for (i=0; i<explosionDamage/6; i++)
   {
      if (FRand() < 0.3)
         spawn(class'Rockchip',,,Location);
      else
         spawn(class'FleshFragment',,,Location);
   }

   HurtRadius(explosionDamage, explosionRadius, 'Exploded', explosionDamage*100, Location);
}
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Postby SuperLagg » Sun Oct 08, 06 7:49 pm

Didnt one of the Funline maps have something that killed/'sploded the player on use? I figure that you could use something like that and have it trigger on pickup instead on random use.
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Postby Dae » Mon Oct 09, 06 7:47 am

SuperLagg wrote:Didnt one of the Funline maps have something that killed/'sploded the player on use? I figure that you could use something like that and have it trigger on pickup instead on random use.

Spirt was spawning explosions. If you run too fast you may avoid them :)
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Postby SuperLagg » Mon Oct 09, 06 8:01 am

~[A]Daedalus~ wrote:
SuperLagg wrote:Didnt one of the Funline maps have something that killed/'sploded the player on use? I figure that you could use something like that and have it trigger on pickup instead on random use.

Spirt was spawning explosions. If you run too fast you may avoid them :)


I always went 'splode...

Anyway, the item could do that, but also be small enough so that the player cant just dash past it, frob it, and miss the 'splosion.
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Postby Ayleth » Wed Nov 15, 06 7:56 am

general tip that helped me out a lot.... delve deep into the code that dx runs on. IE look at the gepcode as previously mentioned, or look at the function that makes you go all woozy in the booze pickups, and modify them to what you want them to do...

With my mods ive done so far, i basically had an idea, and (with a little help of others... well ok a medium amount of help) looked thru the code of dx, took parts i wanted or thought would work, ,then pasted them all together and tweaked them till they worked. I even looked at code form others works and used their structure (but not the code :wink: thats stealing!). If i had a problem i couldn't sort on my own, THEN i asked for help. Even then, when ppl weren't around to ask, i usually managed to fix the bugs my self.
Hope this helps!
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