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itemconfig
When should the code be executed ? player_attacker, player_victim, player_spawn, player_say, player_bomb, player_defuse The Periapt gives health, so player_spawn is the correct choice. Krypt, you posted that, and I was wondering about player_bomb and player_defuse...what exactly are they for? Is defuse activated while your defusing a bomb? If it is it'd be awesome to make an invincibility to headshots/torso shots while defusing and is bomb for planting? If it is, invincibility would be awesome while planting And again, if it is, it would require blocks right? what about a item which is basically the undead ultimate i have already made it here it is up to you though edit the name if you want
Code: [Select] ""right Soldier, when I coded this I thought of just that kind of skills:
get invisible when planting bomb or get invincible while defusing But, that two events are removed, because nobody used them ..... Basically you can setup every event, even when you fire your weapon or your ammo is empty. nice item chrishot!! But we should restrict that item for the Undead race, or they will get a double suicide bomber lol Is it completely removed from EVERY WCS server, or only the core ones? Cause they sound pretty awesome...I woulda made some if I actually new about it...I didn't even know about this sight until early/mid July
they were introduced in v0.60 I guess and are removed since 0.75.
The Core64 servers use always the latest version. if you get the old version, you can try to compare this and see how you can insert any event you want, or just bounce around in the es_wcs.txt script. Well now that we got a lot more coders, you could re-introduce it if you didn't have to do that much work? I would start coding/editing skills/shopmenu items right away :mrgreen: .
@ Stinky ....I dont get what you mean? good coders don't need it, introducing those events in skill settings only for beginners who doesn't know how events work.
well i'm not a coder but i'm a user of all of these.
how about an item that makes you invul all areas of the player model except the head or any other part of the model. surely it has to be expensive so it couldn't be used as an overpowered item. this would force people to work on their aiming skills to aim the head which i would love to see more challenging people around. this idea i honestly thought to add into the shadow hunter race so the only part of the model is the head that can take damage. the rest would be invul restriction should be considered but haven't finished thinking it over but perhaps a level restriction. total level 50-60 required to use item not stackable and if i remember correctly there's a 2 item limit on core servers so how about it would take both slots. duration lasts until death or if survived until next round apart from this item idea, could the next release include an info of what items has been purchased, not only that has been activated i mean claws of attack or dust of appearance can be seen only when activated(when hitting a player) like inserting a static message next to HUD that shows what items are in use and has been purchased Could be called Aegis Armor ?! i'm not interested in overpowered items. Winning teams will buy it and loosing will never get a chance.
yeah it a good idea but a bit overpowered maybe if you made the head over sensitive? so that like a shot would cause more damage to the head ( won't make much of a difference)
as i said, i'm a user not a coder and mostly coders has the best ideas since they think more clearly.
i'd hope to see that on core servers in action. like mole is restricted to once per life why not this also? coders how to code and know what it's possible to code and what is not. But ideas hm, it's a big problem for everybody.
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