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Author Topic: The "How do I make a weapon do that?" thread  (Read 91846 times)

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January 23, 2012, 10:52:46 PM
Reply #135

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #135 on: January 23, 2012, 10:52:46 PM »
Ah well, it's better than nothing. Thanks for the help, I'll go take a look at things.

January 23, 2012, 11:08:04 PM
Reply #136

Offline Max

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Re: The "How do I make a weapon do that?" thread
« Reply #136 on: January 23, 2012, 11:08:04 PM »
Pits deal "Falling" damage or something, so you could make a powerarmour that protects you from everything except that

January 24, 2012, 12:07:42 AM
Reply #137

Offline Beed28

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Re: The "How do I make a weapon do that?" thread
« Reply #137 on: January 24, 2012, 12:07:42 AM »
Skull Barrier used A_ChangeFlag to remove the SHOOTABLE flag from your character or something like that.

Also, Gamma's fireball didn't kill you in God Mode, although being squished flat by his feet did.

January 24, 2012, 12:08:42 AM
Reply #138

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #138 on: January 24, 2012, 12:08:42 AM »
The towers created by the fireballs do ripping damage to you in God Mode. They can kill you in a few hits.

January 24, 2012, 01:04:14 AM
Reply #139

Offline Beed28

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Re: The "How do I make a weapon do that?" thread
« Reply #139 on: January 24, 2012, 01:04:14 AM »
Really? That didn't happen to me. The only things I knew that could kill you in God Mode were telefrags, Quickman's lasers, Metool Daddy and Gamma stepping on you.

Nowadays, I always type in "give lmsinvincible" (which removes the SHOOTABLE flag like Skull Barrier does, only it does not give it back again) as an extra precaution after activating God Mode.

January 24, 2012, 03:18:15 PM
Reply #140

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #140 on: January 24, 2012, 03:18:15 PM »
Alright, new question.

Does anyone know how to instantly stop a player's movement? Looking at Classes and such I noticed that all attacks that make the player "stop" actually make the player sort of slow down or skid to a halt instead of an instantaneous change to zero momentum. I also want to know how to "hold" this zero momentum for a period of time, because I know Super Arm instant-stops you when you pick up the block, yet you immediately start falling after lifting said block.

Hopefully this will be the last question for a while.

January 24, 2012, 03:18:45 PM
Reply #141

Offline Max

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Re: The "How do I make a weapon do that?" thread
« Reply #141 on: January 24, 2012, 03:18:45 PM »
A_Stop

January 24, 2012, 03:21:03 PM
Reply #142

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #142 on: January 24, 2012, 03:21:03 PM »
DEEEEEEEERRRRRRRPPPPPPPPP

thanks bro :geek:

January 27, 2012, 10:59:40 AM
Reply #143

Offline Jennifer

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Re: The "How do I make a weapon do that?" thread
« Reply #143 on: January 27, 2012, 10:59:40 AM »
Quote from: "SmashBroPlusB"
not related to weapons but whatever

Is it possible to have a player "die" (complete with the "killer" getting a message and earning a frag), but come "back to life" shortly after dying? This means that the revived player will retain any weapons / items / etc they had before dying. It's not a simple respawn or anything.

Also, is it possible for a weapon to take a frag AWAY from its victim upon a successful kill?

Just wondering, are you basing a weapon off of the Dead Ringer?

January 27, 2012, 03:27:22 PM
Reply #144

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #144 on: January 27, 2012, 03:27:22 PM »
Quote from: "On January 9th, SmashBroPlusB"
DEAD RINGER. :ugeek:

... Well, I was TRYING to do it anyway. It's just too darn complicated.
boy are you late to the party

February 22, 2012, 08:12:45 PM
Reply #145

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #145 on: February 22, 2012, 08:12:45 PM »
nearly one-month bump

Does anyone know what causes Junk Shield to lag so badly? All I want from the weapon is the "turtle shelling" effect the sprites cause. Is there a way to duplicate the circular sprite motion without making so much lag? Again, I just want the effect; I don't need solid actors or ripping projectiles or anything players even have to interact with, for that matter.

February 23, 2012, 01:48:49 AM
Reply #146

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #146 on: February 23, 2012, 01:48:49 AM »
it spawns 3 actors every tic and loops, none of these actors are client-sided so that's why

about your whole Dead Ringer idea, there are ways to do that

easy way: ACS for the obituary, and set a "flag" on the weapon that will spawn an explosion from the player and give a powerinvis

This may of may not work but...hey I guess it's worth a shot

February 24, 2012, 10:09:47 PM
Reply #147

Offline Russel

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Re: The "How do I make a weapon do that?" thread
« Reply #147 on: February 24, 2012, 10:09:47 PM »
Sorry to double post, I have a question

How do I check next weapon button in ACS?

(I have been looking for BT_ or something...vague, I know...)

February 26, 2012, 11:28:32 AM
Reply #148

Offline BiscuitSlash

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Re: The "How do I make a weapon do that?" thread
« Reply #148 on: February 26, 2012, 11:28:32 AM »
Me again.

I want to make my weapon move forward a bit, then stop, then home in on a player. So far it's just going forwards a bit then disappearing after about 2-3 seconds.
(click to show/hide)
Yeah I did sort of look at the King Yamato quick boomerang, but I can't exactly see what it is that I need to change.

February 26, 2012, 05:00:09 PM
Reply #149

Offline Hallan Parva

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Re: The "How do I make a weapon do that?" thread
« Reply #149 on: February 26, 2012, 05:00:09 PM »
You need to have at least one tic of duration in the areas where you spawn things.

Alternatively, you could set the Death state to spawn the next object in the sequence.

If you set an XDeath state, then the standard Death state will only apply if the projectile doesn't hit a player.

It's how AquaGuts' charge Bubbler attack works, to prevent the infamous "Double Lead" problem of hitting twice.