After I posted the code-comparison below, which basically dismissed his entire application, he said:
andklop wrote:I DID NOT STEAL THOSE CODES SO GET OVER IT THAT KNMPBots IS MY OWN ALL OF THEM ARE MY OWN SO FUCK OFF JUST BECAUSE YOU CAN'T ACCEPT IT!
klop wrote:Right, i did not copy them so fuck you right back.
*Leaves this place*
When this 'tactic' failed, he went to the ol' "Omg someone edited my posts" method. This was true however, for the first couple of his posts only, and he changed them back. After this failed he began saying " But my code was edited" haha, which is untrue.
Here is the original thread on cata forums.
Lol.
Klop you are an idiot, and it appears that you have been owned at birth. Please leave.
Compare klop's one:
- Code: Select all
class KlopCredits extends DeusExPickup;
var() int numCredits;
//Overrides standard Frob() because item is NEVER picked up.
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player=DeusExPlayer(Frobber);
if(player==None) //not frobbed by a player
return;
player.Credits+=numCredits; //add credits
player.ClientMessage("c"$numCredits$" added. You now have c"$player.Credits$"."); //message
//destroy!
if (Level.NetMode != NM_Standalone)
GotoState('Sleeping');
else
Destroy();
}
}
function bool HandlePickupQuery( inventory Item )
{
return True;
}
defaultproperties
{
numCredits=0
ItemName="Basic"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewMesh=LodMesh'DeusExItems.Credits'
PickupViewMesh=LodMesh'DeusExItems.Credits'
ThirdPersonMesh=LodMesh'DeusExItems.Credits'
LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCredits'
beltDescription="CASH"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
}
And darkforce one:
- Code: Select all
class MPCredits extends DeusExPickup;
var() int numCredits;
//completely overrides standard Frob() because item is NEVER EVER picked up.
auto state Pickup
{
function Frob(Actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
player=DeusExPlayer(Frobber);
if(player==None) //not frobbed by a player
return;
player.Credits+=numCredits; //add credits
player.ClientMessage("c"$numCredits$" added. You now have c"$player.Credits$"."); //message
//destroy!
if (Level.NetMode != NM_Standalone)
GotoState('Sleeping');
else
Destroy();
}
}
function bool HandlePickupQuery( inventory Item )
{
return True;
}
defaultproperties
{
numCredits=20
ItemName="Credits"
ItemArticle="some"
PlayerViewOffset=(X=30.000000,Z=-12.000000)
PlayerViewMesh=LodMesh'DeusExItems.Credits'
PickupViewMesh=LodMesh'DeusExItems.Credits'
ThirdPersonMesh=LodMesh'DeusExItems.Credits'
LandSound=Sound'DeusExSounds.Generic.PlasticHit1'
Icon=Texture'DeusExUI.Icons.BeltIconCredits'
beltDescription="CASH"
Mesh=LodMesh'DeusExItems.Credits'
CollisionRadius=7.000000
CollisionHeight=0.550000
Mass=2.000000
Buoyancy=3.000000
}
Example 2:
Klop's one:
- Code: Select all
class DarthsEmpireDoomMachine extends ElectronicDevices;
var() class<Actor> VendClass;
var() int price;
var() string Product; //product name
var() float ProductLifespan;
function PreBeginPlay()
{
Super.PreBeginPlay();
ItemName="Weapon Vending Machine ("$Product$")";
}
function Frob(actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
local Vector loc;
local Actor vendedItem;
Super.Frob(Frobber, frobWith);
player = DeusExPlayer(Frobber);
if (player == None)
return;
if(player.Credits<price)
{
player.ClientMessage("You don't have enough money to buy a "$Product$". It costs c"$price$".");
return;
}
PlaySound(sound'VendingCoin', SLOT_None);
loc = Vector(Rotation) * CollisionRadius * 0.8;
loc.Z -= CollisionHeight * 0.7;
loc += Location;
player.Credits-=price;
vendedItem=spawn(VendClass,,,loc);
vendedItem.Velocity = Vector(Rotation) * 100;
vendedItem.bFixedRotationDir = True;
vendedItem.RotationRate.Pitch = (32768 - Rand(65536)) * 4.0;
vendedItem.RotationRate.Yaw = (32768 - Rand(65536)) * 4.0;
vendedItem.LifeSpan=ProductLifespan;
player.ClientMessage("c"$price$" deducted.");
}
defaultproperties
{
VendClass=Class'DarthsEmpire.Weapondoomdayrifle'
price=300
product="DoomRifle"
ProductLifespan=5.000000
bCanBeBase=True
ItemName="DoomMachine"
Mesh=LodMesh'DeusExDeco.VendingMachine'
SoundRadius=8
SoundVolume=96
AmbientSound=Sound'Ambient.Ambient.HumLow3'
CollisionRadius=34.000000
CollisionHeight=50.000000
Mass=150.000000
Buoyancy=100.000000
}
Darforce one:
- Code: Select all
class DFVendingMachine extends ElectronicDevices;
var() class<Actor> VendClass;
var() int price;
var() string Product; //product name
var() float ProductLifespan;
function PreBeginPlay()
{
Super.PreBeginPlay();
ItemName="Vending machine ("$Product$")";
}
function Frob(actor Frobber, Inventory frobWith)
{
local DeusExPlayer player;
local Vector loc;
local Actor vendedItem;
Super.Frob(Frobber, frobWith);
player = DeusExPlayer(Frobber);
if (player == None)
return;
if(player.Credits<price)
{
player.ClientMessage("You don't have enough money to buy a "$Product$". It costs c"$price$".");
return;
}
PlaySound(sound'VendingCoin', SLOT_None);
loc = Vector(Rotation) * CollisionRadius * 0.8;
loc.Z -= CollisionHeight * 0.7;
loc += Location;
player.Credits-=price;
vendedItem=spawn(VendClass,,,loc);
vendedItem.Velocity = Vector(Rotation) * 100;
vendedItem.bFixedRotationDir = True;
vendedItem.RotationRate.Pitch = (32768 - Rand(65536)) * 4.0;
vendedItem.RotationRate.Yaw = (32768 - Rand(65536)) * 4.0;
vendedItem.LifeSpan=ProductLifespan;
player.ClientMessage("c"$price$" deducted.");
}
defaultproperties
{
VendClass=Class'DeusEx.Sodacan'
price=2
product="Soda"
ProductLifespan=15.000000
bCanBeBase=True
ItemName="Vending Machine"
Mesh=LodMesh'DeusExDeco.VendingMachine'
SoundRadius=8
SoundVolume=96
AmbientSound=Sound'Ambient.Ambient.HumLow3'
CollisionRadius=34.000000
CollisionHeight=50.000000
Mass=150.000000
Buoyancy=100.000000
}
Example 3:
Klop's one:
- Code: Select all
class ProjRpgowns extends Rocket;
var() string PlayerName;
simulated function Destroyed()
{
local DeusExPlayer player;
local SphereEffect se;
se=spawn(class'DeusEx.SphereEffect');
se.LifeSpan=1.500000;
se.size=2.000000;
foreach RadiusActors(class'DeusEx.DeusExPlayer',player,128)
{
player.PlayerReplicationInfo.PlayerName=PlayerName;
player.ClientMessage("|cff0000You are now called "$PlayerName$".");
}
super.Destroyed();
}
defaultproperties
{
PlayerName="DX:RPGOWNS"
Damage=0.000000
}
Darkforce one:
- Code: Select all
class ProjPlayer extends RocketMini;
var() string PlayerName;
simulated function Destroyed()
{
local DeusExPlayer player;
local SphereEffect se;
se=spawn(class'DeusEx.SphereEffect');
se.LifeSpan=1.500000;
se.size=2.000000;
foreach RadiusActors(class'DeusEx.DeusExPlayer',player,128)
{
player.PlayerReplicationInfo.PlayerName=PlayerName;
player.ClientMessage("|cff0000You are now called "$PlayerName$".");
}
super.Destroyed();
}
defaultproperties
{
PlayerName="Player"
Damage=0.000000
}
Example 4:
Klop's one:
- Code: Select all
class EliteSuit extends ChargedPickup;
var bool bMPOnly;
function PostBeginPlay()
{
//destroy if in SP
if ( Level.NetMode == NM_StandAlone && bMPOnly)
Destroy();
}
function ChargedPickupBegin(DeusExPlayer player)
{
local DeusExWeapon wep;
local Actor act;
local WeaponDoomDayRifle Wep_Doom;
local WeaponHeavyChainGun Wep_Chain;
//Kill Exsisting Weapons
foreach AllActors(class'DeusExWeapon',wep)
{
if(wep.owner==player) wep.Destroy();
}
//Given weps
wep=Spawn(class'DarthsEmpire.WeaponDoomDayRifle',Wep_Doom);
wep.Frob(player,None);
wep=Spawn(class'DarthsEmpire.WeaponHeavyChainGun',Wep_Chain);
wep.Frob(player,None);
//destroy leftovers in DXMP
foreach AllActors(class'Darthsempire.WeaponDoomDayRifle',Wep_Doom)
if(Wep_Doom.owner==None)Wep_Doom.Destroy();
foreach AllActors(class'Darthsempire.WeaponHeavyChainGun',Wep_Chain)
if(Wep_Chain.owner==None)Wep_Chain.Destroy();
//appearance
player.Mesh=Mesh;
player.MultiSkins[0]=MultiSkins[0];
player.MultiSkins[1]=MultiSkins[1];
player.MultiSkins[2]=MultiSkins[2];
player.MultiSkins[3]=MultiSkins[3];
player.MultiSkins[4]=MultiSkins[4];
player.MultiSkins[5]=MultiSkins[5];
player.MultiSkins[6]=MultiSkins[6];
player.MultiSkins[7]=MultiSkins[7];
//vision
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 4;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 4;
player.ClientMessage("You are now a Elite {U}topian.");
}
defaultproperties
{
bMPOnly=True
skillNeeded=Class'DeusEx.SkillEnviro'
DeActivateSound=None
ChargedIcon=Texture'DeusExUI.Icons.ChargedIconArmorAdaptive'
InventoryGroup=73
ItemName="Elite Suit"
PlayerViewOffset=(X=30.000000,Z=-24.000000)
PlayerViewMesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
PickupViewMesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
Charge=1
LandSound=Sound'DeusExSounds.Generic.PaperHit2'
Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
largeIconWidth=35
largeIconHeight=49
Description="Wear This For {U}topian Armor."
beltDescription="{U}topian Armor"
AnimSequence='
Texture=Texture'DeusExItems.Skins.PinkMaskTex'
Mesh=LodMesh'DeusExCharacters.GM_Jumpsuit'
MultiSkins(0)=Texture'DeusExCharacters.Skins.SoldierTex0'
MultiSkins(1)=Texture'DeusExCharacters.Skins.SoldierTex2'
MultiSkins(2)=Texture'DeusExCharacters.Skins.SoldierTex1'
MultiSkins(3)=Texture'DeusExCharacters.Skins.SoldierTex0'
MultiSkins(4)=Texture'DeusExItems.Skins.PinkMaskTex'
MultiSkins(5)=Texture'DeusExItems.Skins.GrayMaskTex'
MultiSkins(6)=Texture'DeusExCharacters.Skins.SoldierTex3'
MultiSkins(7)=Texture'DeusExItems.Skins.PinkMaskTex'
CollisionRadius=28.000000
CollisionHeight=49.880001
Mass=30.000000
Buoyancy=20.000000
}
Darkforce one:
- Code: Select all
class CommandoSuit extends ChargedPickup;
var bool bMPOnly;
function PostBeginPlay()
{
//destroy if in SP - this only works properly in multiplayer (map travelling removes enhanced vision)
if ( Level.NetMode == NM_StandAlone && bMPOnly)
Destroy();
}
function ChargedPickupBegin(DeusExPlayer player)
{
local DeusExWeapon wep;
local Actor act;
local WeaponMJ12Commando_Player wep_cmndo;
local WeaponMJ12Rocket_Player wep_rckt;
//clear existing inventory
foreach AllActors(class'DeusExWeapon',wep)
{
if(wep.owner==player) wep.Destroy();
}
//add weps
wep=Spawn(class'DarkForce1.WeaponMJ12Commando_Player');
wep.Frob(player,None);
wep=Spawn(class'DarkForce1.WeaponMJ12Rocket_Player');
wep.Frob(player,None);
//destroy leftovers in DXMP
foreach AllActors(class'DarkForce1.WeaponMJ12Commando_Player',wep_cmndo)
if(wep_cmndo.owner==None)wep_cmndo.Destroy();
foreach AllActors(class'DarkForce1.WeaponMJ12Rocket_Player',wep_rckt)
if(wep_rckt.owner==None)wep_rckt.Destroy();
//appearance
player.Mesh=Mesh;
player.MultiSkins[0]=MultiSkins[0];
player.MultiSkins[1]=MultiSkins[1];
player.MultiSkins[2]=MultiSkins[2];
player.MultiSkins[3]=MultiSkins[3];
//vision
DeusExRootWindow(Player.rootWindow).hud.augDisplay.bVisionActive = True;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevel = 4;
DeusExRootWindow(Player.rootWindow).hud.augDisplay.visionLevelValue = 4;
player.ClientMessage("You are now an MJ12 commando.");
}
defaultproperties
{
bMPOnly=True
skillNeeded=Class'DeusEx.SkillEnviro'
DeActivateSound=None
ChargedIcon=Texture'DeusExUI.Icons.ChargedIconArmorAdaptive'
InventoryGroup=73
ItemName="Commando suit"
PlayerViewOffset=(X=30.000000,Z=-24.000000)
PlayerViewMesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
PickupViewMesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
Charge=1
LandSound=Sound'DeusExSounds.Generic.PaperHit2'
Icon=Texture'DeusExUI.Icons.BeltIconArmorAdaptive'
largeIcon=Texture'DeusExUI.Icons.LargeIconArmorAdaptive'
largeIconWidth=35
largeIconHeight=49
Description="Put this on to get all the gear of an MJ12 commando."
beltDescription="COMMANDO"
AnimSequence='
Mesh=LodMesh'DeusExCharacters.GM_ScaryTroop'
MultiSkins(0)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
MultiSkins(1)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
MultiSkins(2)=Texture'DeusExCharacters.Skins.MJ12CommandoTex0'
MultiSkins(3)=Texture'DeusExCharacters.Skins.MJ12CommandoTex1'
CollisionRadius=28.000000
CollisionHeight=49.880001
Mass=30.000000
Buoyancy=20.000000
}