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PostPosted: Sat Jul 14, 2012 12:19 pm 
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An idea just randomly came to mind. This is probably waaay out of my range of capability, but...

Is it possible to make a melee type weapon for throwing enemies? Kirby's backdrop/suplex ability comes to mind for an example. (especially with the Kirby's Adventure expansion WIP) It'd be really interesting to see how that would work.


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PostPosted: Sat Jul 14, 2012 1:24 pm 
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Theoretically, yes, it is possible...

I'm guessing if you were to combine the scripts that Jax used for his class in CSCC and the Gemini Clone from former YD classes...

Of course, I have not looked at the scripts 100%, so I could be way wrong...


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PostPosted: Sat Jul 14, 2012 1:41 pm 
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Awesome. I was thinking about a throwing class for CSCC, or at least a class with a throwing ability. (though I already have a class in there so that may not happen.)


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PostPosted: Tue Jul 31, 2012 10:23 pm 
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Is it possible to "carry" items within a player even after they die?

For example, let's say I made a version of Dark Man 1 whose buster increased in strength as you gain frags. However, the buster weakens upon death. This means that, if a player had a Level 4 Dark Man and then dies, they would respawn with a Level 3 Dark Man.

I'm aware that there's probably going to be some inventory flags needed. I just need to know if the game can "remember" a player's inventory after death.


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PostPosted: Fri Aug 03, 2012 3:49 pm 
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Got a problem with a weapon so I am posting here for help.

Spoiler:
Code:
actor DestroySpear
{
PROJECTILE
Radius 6
Height 6
DamageType "Destroy"
scale 2.5
damage (18)
speed 100
States
{
Spawn:
DSPR A 1
loop
Death:
DSPR B 2 A_PlaySound("weapon/crashland")
TNT1 A 2
TNT1 A 0 A_PlaySound("misc/metdie")
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,-2,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,2,0,0,0,0,0,SXF_NOCHECKPOSITION)
DSPR GHI 2
TNT1 A 0 A_PlaySound("misc/metdie")
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,-5,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,5,0,0,0,0,0,SXF_NOCHECKPOSITION)
DSPR JKL 2
TNT1 A 0 A_PlaySound("misc/metdie")
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,-8,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,8,0,0,0,0,0,SXF_NOCHECKPOSITION)
DSPR MNO 2
TNT1 A 0 A_PlaySound("misc/metdie")
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,-11,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("DSpearExplosion",0,11,0,0,0,0,0,SXF_NOCHECKPOSITION)
DSPR PQRS 2
XDeath:
TNT1 A 1
stop
}
}

actor DSpearExplosion
{
PROJECTILE
+DONTBLAST
+DONTSPLASH
+NOINTERACTION
Radius 1
Height 1
DamageType "Destroy"
scale 2.5
damage (1)
speed 0
States
{
Spawn:
TNT1 A 0 A_Explode(15,96,0)
TNT1 A 1
stop
}
}

I want the weapon to make 2 explosions 4 times, each on different sides. However for some reason the explosions (A_Explode) don't seem to be doing anything. The only way I can attack people with this by shooting it directly at them which that is NOT want you're supposed to do. Why are these explosions not doing work?


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PostPosted: Fri Aug 03, 2012 6:54 pm 
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Might have something to do with your +NOINTERACTION.


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PostPosted: Fri Aug 03, 2012 7:55 pm 
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Nop, still not working. I actually put that there thinking it would fix it but it didn't work.


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PostPosted: Fri Aug 03, 2012 11:23 pm 
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Code:
actor DSpearExplosion
{
PROJECTILE
+DONTBLAST
+DONTSPLASH
+NOINTERACTION
Radius 1
Height 1
DamageType "Destroy"
scale 2.5
damage (1)
speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(15,96,0)
stop
}
}

Try this.


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PostPosted: Sat Aug 04, 2012 11:06 am 
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Yay! It's working now! Thanks again Korby!

Dammit I think I did a similar thing but changed it


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PostPosted: Sat Aug 04, 2012 12:25 pm 
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SmashBroPlusB wrote:
Is it possible to "carry" items within a player even after they die?

For example, let's say I made a version of Dark Man 1 whose buster increased in strength as you gain frags. However, the buster weakens upon death. This means that, if a player had a Level 4 Dark Man and then dies, they would respawn with a Level 3 Dark Man.

I'm aware that there's probably going to be some inventory flags needed. I just need to know if the game can "remember" a player's inventory after death.


Hm...This...might be a bit more of a challenge...there is no way to do it with purely DECORATE as far as I know, but you can use ACS to set variables to players so that they can be given it back upon respawn

Although, if it is a weapon and the mod is meant to be played in a campaign, then force the flag that makes players not lose weapons/inventory/keys on death


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