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Author Topic: [Oddity]Ironman [MRVL]  (Read 1591 times)
Zawmbee
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« Reply #15 on: November 17, 2008, 06:36:04 AM »

Seems like a good race Oddity, keep up the good work.
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Zawmbee
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« Reply #16 on: January 11, 2009, 03:49:40 AM »

Hey, I have an idea for this race if you want.  Have it spawn with at least 100 armor and do not allow damage to be done to the user until the armor is 0.  Not that hard, but it works with the same idea that iron man didn't get hurt until his armor went on the fritz.  Anyways, good race none the less.
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Zawmbee
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« Reply #17 on: January 11, 2009, 04:18:49 AM »

Here, I use this for my new soldier race coming out.  Only everything is a bit different.  If you use it I hope it works for you.  I believe there is some nice sound effects for a power suit charge up.  Whatever makes it good for you.  Anyways, take care alright?

Skill ¿¿Name?? = Power Reactor
Descr ¿¿Name?? = Damaged Reactor (Lose Power to Suit)

In preloadcmd

Code:
"es_xset reactor_allow 0;es es_xkeygetvalue reactor_allow WCSuserdata event_var(userid) allow_reactor"

In player spawn Cmd

Code:
"if (server_var(reactor_allow) = 1) then es_delayed 5 wcs_setfx armor event_var(userid) = server_var(reactor_power) 0;if (server_var(reactor_allow) = 1) then es es_xtell event_var(userid) Power Suit Charging."

Skill -

Code:
"skill#_setting"      "es_xset reactor_power 15|es_xset reactor_power 30|es_xset reactor_power 45|es_xset reactor_power 70|es_xset reactor_power 85|es_xset reactor_power 100"
"racealias_pwrreact1" "es wcs_setfx health event_var(userid) = 100 0;es wcs_setfx armor event_var(userid) - server_var(damaged_reactor) 0;es es_xtell event_var(userid) #multi #greenYour reactor suffered server_var(damaged_reactor) damage."
"racealias_pwrreact2" "es es_xtell event_var(userid) #multi #greenYour Reactor has been Damaged, de-powering your suit."
"skill#_cmd"          "es es_xkeysetvalue WCSuserdata event_var(userid) allow_reactor 1;es es_xsetinfo damaged_reactor event_var(dmg_health);es est_getarmor reactor_armor event_var(userid);if (server_var(reactor_armor) > 0) then racealias_pwrreact1;if (server_var(reactor_armor) = 0) then racealias_pwrreact2"
"skill#_sfx"          "0"
« Last Edit: January 11, 2009, 06:04:40 AM by Zawmbee » Logged


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[Oddity]TeacherCreature
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bonggged

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« Reply #18 on: January 12, 2009, 06:39:40 PM »

I am not trying this out because I ahve a similiar skill on my server already.

If I am reading your skill correctly this will set armor to 0 with one bullet.
so if you have 100 armor and I tmp your foot the armorwill go to zero?

I am not sure you coded it the way you meant to?...

Anyways good luck with it.
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Brett
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slasher123
« Reply #19 on: January 12, 2009, 07:28:25 PM »

I think this is what you're looking for, Zawmbee. I coded it for my Quark race a while back:

Code
GeSHi (eventscripts):
   "skill2_setting"    "es_xsetinfo wcs_absorb 3|es_xsetinfo wcs_absorb 2|es_xsetinfo wcs_absorb 1"
   "racealias_qk2"     "es es_xsetinfo wcs_dmg event_var(dmg_health);es_xmath wcs_dmg float;es_xmath server_var(wcs_dmg) / server_var(wcs_absorb);es est_RoundDecimal wcs_dmg server_var(wcs_dmg) 0;es est_Health event_var(userid) + server_var(wcs_dmg)"
   "skill2_cmd"        "es playerget armor qk_armor event_var(userid);es es_xif (server_var(qk_armor) > 0) then racealias_qk2"
   "skill2_sfx"        "0"

...take out the division math and it's pretty much what you've described.
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[Oddity]TeacherCreature
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bonggged

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« Reply #20 on: January 12, 2009, 07:36:11 PM »

I would do full dmg ot the armor but yea this looks better.
also I would es_xsetinfo qk_armor 0 before you get their armor value.
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Brett
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slasher123
« Reply #21 on: January 12, 2009, 08:09:47 PM »

I would do full dmg ot the armor but yea this looks better.
also I would es_xsetinfo qk_armor 0 before you get their armor value.

you're probably right Wink i haven't looked at the code in quite a while.
« Last Edit: January 12, 2009, 08:16:25 PM by Brett » Logged

Zawmbee
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« Reply #22 on: January 12, 2009, 09:36:13 PM »

It won't auto set it to zero, you read the coding wrong.  You aren't familiar with wcs_setfx are you lol?  The zero just means don't put a timelimit on it, just subtract the damage.  What it does is, it won't do damage to the person until all of the armor is out.  This skill will work, I think you just read it wrong.  Plus, you can set whatever armor you want for reactor_power which is armor.  My setup works fine, don't know what flaws you are talking about.  It just takes the damage that is being done to you regularly and it attacks your armor first.  It keeps setting your hp to 100, so that the damage won't effect your hp until your armor hits 0, and that is with how many times it takes the armor to go down to 0.  I have really no idea why you guys were confused.
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[Oddity]TeacherCreature
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bonggged

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« Reply #23 on: January 12, 2009, 09:58:59 PM »

didnt see this piece

es es_xsetinfo damaged_reactor event_var(dmg_health)

anyway like I said I already use this kind of thing on my server so I don't want it on my Iron man race, but enjoy.
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Zawmbee
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« Reply #24 on: January 12, 2009, 10:04:27 PM »

didnt see this piece

es es_xsetinfo damaged_reactor event_var(dmg_health)

anyway like I said I already use this kind of thing on my server so I don't want it on my Iron man race, but enjoy.

Eh, well I made it for my soldier race.  I also made a last minute health pack ability which spikes your hp pack up depending on your level when hitting below a certain amount of hp.  I have a variety of other stuff I have made, like the achievements where you need to unlock an achievement before using a skill.  There is also a menu which will bring up the list of ways to earn an achievement.
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Gordi
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« Reply #25 on: February 09, 2009, 01:45:09 AM »

how do you Use the flame thrower etc Sad
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ashitaka666
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« Reply #26 on: March 21, 2009, 09:28:26 PM »

I'm having an issue with the pulsebolt. The Flamethrower works perfect but I cant seem to get the placement of the code for pulsebolts correct. Below is the link I posted with all my WCSskills.txt coding. If you notice whats wrong could you arrange it in the correct order so pulsebolts would work?

Also when I bound the key to use pulsebolts it uses flamethrower and when I bound the key for flamethrower it used flamethrower. So IDK where I went wrong with the code.

Thank You!

Ashi

http://code.eventscripts.com/96885
« Last Edit: March 21, 2009, 09:31:05 PM by ashitaka666 » Logged

[Oddity]TeacherCreature
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bonggged

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« Reply #27 on: March 22, 2009, 01:14:14 AM »

Ok you didnt follow the directions at all.
1st of all what is this ? GET RID OF IT

event wcs_ability
{

}

Second of all you put the entire code for pulsebolt after teh ability block instead of inside it.
LINES 271 - 300 are all wrong

It should be added into the block like you did with Strider and colored wards
try to distinguish where color wards end and strider starts and put it in the middle of them maybe. You could leave it after strider but you didnt do that (you tried to) it looks like you put it after the entire block is closed.
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ashitaka666
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ashes666101666

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« Reply #28 on: March 22, 2009, 03:53:08 AM »

Like that?

http://code.eventscripts.com/96933

Also erased the event wcs_ability
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[Oddity]TeacherCreature
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bonggged

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« Reply #29 on: March 22, 2009, 02:43:52 PM »

I dont know if that is correct because you diddnt show me where you put it.

Instead why dont you try it out like that (make a back up) and see if it works.
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