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PostPosted: Sun Jun 10, 2012 6:59 pm 
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Location: Nothing to say here
I didn't say anything.


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PostPosted: Wed Jun 13, 2012 12:51 am 
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Location: Behind ze sentry eating your sandviches
Yes you did, in HD's CSCC instagib


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PostPosted: Wed Jun 13, 2012 1:15 am 
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MM8BDM MM8 Contributor (1)
remember, there are 2 piks here. 747 and 555.


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PostPosted: Wed Jun 13, 2012 9:02 pm 
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Location: Behind ze sentry eating your sandviches
...
*facepalm*
Btw, having problems to make classes not being able to pick another weapons but their starting ones.


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PostPosted: Wed Jun 13, 2012 9:07 pm 
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Look at old versions of YD classes, they had a pretty bad script you could use.
Alternatively, you could look at new versions and see the new "never pickup anything" scripts, but I'd imagine those are pretty confusing.

Again, don't know how CSCC does it.


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PostPosted: Wed Jun 13, 2012 10:44 pm 
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Before anymore people start saying this is like CSCC, please change the topic name, preferably to, oh i don't know.

darkmath wrote:
Fanmade Robot Masters


Last edited by TheDoc on Sat Jun 16, 2012 5:07 pm, edited 1 time in total.

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PostPosted: Sat Jun 16, 2012 4:12 pm 
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MM8BDM Extender (1) MM8BDM MM8 Contributor (1)
ice wrote:
the CSCC weapon system works where if you switch the weapon, in the diselect state it tells it to select the same weapon again, heres an example


Code:
Deselect:
TNT1 A 0 A_SelectWeapon("MegaBuster")
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TNT1 A 1 A_Lower
Loop

also add this in the weapon ready state for good measure
Code:
A_WeaponReady(WRF_NOSWITCH)



I'll just leave this here as noone visits help and editing


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PostPosted: Thu Jun 28, 2012 1:50 am 
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I don't have the skill neither the time to make this expansion, unfortunately, or fortunaly for some ppl, this will have to be canceled until I'm estabilished with time and get better with coding.


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