brutal
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I don't see how this is old business, It is in the latest version, and people need to know about the stuff they use. Unlocked.
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Well you could always download the source and add it yourself. We don't care if you like the engine. Countless peoples hours have gone into it.
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Yes, I was talking to DG about this on MSN, It turns out they changed it in the source from the last time I was here. Sorry for the misleading information.
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Can you be more specific on what you want? By the looks at the example you posted they would be to high a lvl not too low.
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@Shadowwulf: > a new scripting command to assign an item type in script would allow this. that would be cool. > > like SetItemType(weapon) > it may need more perameters Yes, but doing this would make it not a scripted item anymore and break the script ;)
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I think Balliztik did a nice job of the pros/cons. And he is also correct about it not lagging the server.
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That's fine :P, I don't help to get credit in games. I help to be nice. :P
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Yes, But that would require him to script every weapon, and I might be wrong on this, but you cant equip scripted items.
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No, Because the sub dosent return "damage" back to the server. Mellowz might add this, IDK, I did find a fix for RunCodeReturn in the SadScript class, so maybe he will take advantage of that and use it.
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I think it looks pretty nice for a overall map for a game that hasn't been made yet, He cant predict where the trees are going to look best guys. He hasnt made the maps yet… 8/10
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First off I'll try to simply explain the diffrence Exit sub = I don't want anymore code in this sub to run End Sub = There is no more code that goes in this sub ``` Case "/belch" PlaySoundToMap(index, "belch.wav") End Sub ``` Needs to be ``` Case "/belch" Call PlaySoundToMap(index, "belch.wav") Exit Sub ``` Also Balliztik, he said all his other commands work, which means no matter how bugged his main is this command should work.
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Ok, Can you elaborate more? If I get what your saying, they yes this would require a source edit. Sorry.
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You could do "damage=damage+mycalculations" but when the sub ends it wont add it to the damage they are doing, You would have to set that yourself. with``` Call DamagePlayer(PersonDoingDamageIndex, PersonRecievingDamageIndex, DamageAmount) ```
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You just misplaced your second Else, I recommend when you are scripting to tab out when you go into ifs and such as I did ``` Case 3 If GetPlayerLevel(index)
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``` '|||||||||||||||||||||||||||||||| Sub Warconn_PlayerDevSystem(index, PType) '|||||||||||||||||||||||||||||||| Dim counter1 Dim x Dim points Call PlayerMsg(index, "this should be working", 13) Select Case PType Case "str" counter1= int(GetVar("scripts\charextras\" & GetPlayerName(index) & ".ini", "PlayerDevSystem", "str")) + 1 If counter1 < 20 Then Call PutVar("scripts\charextras\" & GetPlayerName(index) & ".ini", "PlayerDevSystem", "str", Int(counter1) ) Else Call SetPlayerSTR(Index, GetPlayerSTR(Index) + 1) Call BattleMsg(index, "Your strength has increased due to frequent practice.", 12, 1) Call PutVar("scripts\charextras\" & GetPlayerName(index) & ".ini", "PlayerDevSystem", "str", 0) End If End Select End Sub ``` There I fixed it up for you, Very nice attempt though. Its nice to see someone try before they ask question :) Edit: I just moved some more stuff around so that it does what I think your going for