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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 17:49:35
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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Reguarding the post from tgroombr:http://www.disastrousconsequences.com/dcforum/posts/list/30/4390.page#40260
RW_Luck.ChoosePickupClass() will test if the players shield is less than max, if so add a shield pickup to the Potentials list.
The problem is that the shield pickup doesn't do anything to bring the players shield up to the max. The shield will spawn just as much as the adrenaline pickup if the player doesn't need ammo or health.
A potential fix would be to change this line:
Code:
if (Instigator.ShieldStrength < Instigator.GetShieldStrengthMax())
Potentials[i++] = class'ShieldPack';
to this:
Code:
if (Instigator.ShieldStrength < 50)
Potentials[i++] = class'ShieldPack';
This would require subclassing the function into RW_EnhancedLuck.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 17:57:26
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TheDruidXpawX
Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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Do you want to post up a patched version of the current source for this? I'll commit it if you do.
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Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page
The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.
The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/13/2009 22:24:04
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Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
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Yep, sensible idea.
Alternatively, you could just make a new armor pickup that the Lucky weapon would spawn, something like an armor shard (See: Chaos Mod). With a new pickup you could ignore the UT2004 cap on armor gained from small armors.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 07:37:56
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Flak Monkey
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/7f1171a78ce0780a2142a6eb7bc4f3c8.jpg)
Joined: 08/24/2006 12:21:41
Messages: 1098
Location: Land of great Cheese and Beer
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Something I noticed on this subject. Lucky shield spawns stack in VCTF or ONS maps (cant remember which or if it would be both). I don't know what is different in these maps that causes this, but maybe a bit of research will explain and could be implemented on the rest.
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My current skin After several other skins, I have reverted back to Bender.
Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)
Favorite quotes:
"It puts the lotion on it's skin, or else it gets the hose again."
"Every morning is the dawn of a new error"
"But why is the rum gone?"
"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost
"Beer has some Food value, but Food has no Beer value." |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 08:12:07
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Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Could change it so if your current shield strength is less than 50, then it spawns a small shield, but if your current shield is 50 or more, then it spawns a super shield.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 10:01:51
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Elite
Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Yes I have noticed that with the lucky weapons... once i doubled my lucky flack seven and since i was full on everything thinking it would spawn me a double damage with a lucky 14, because with a lucky 14 the spawns do come extremely faster but all i got was extremely fast 50 shield packs lol, like every 2-3 sec or so
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WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 10:49:27
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Jefe
Godlike
![[Avatar]](/dcforum/images/avatar/f4dd765c12f2ef67f98f3558c282a9cd.jpg)
Joined: 11/05/2008 22:52:53
Messages: 361
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Wail wrote:
Yep, sensible idea.
Alternatively, you could just make a new armor pickup that the Lucky weapon would spawn, something like an armor shard (See: Chaos Mod). With a new pickup you could ignore the UT2004 cap on armor gained from small armors.
I like this idea. If you don't want to import/add a new mesh, spawn tiny shields or add a skin that recolors health vials.
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The new DC server:
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 12:06:18
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Elite
Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Also another bug Ive noticed... should vehicles and turrets be susceptible to poison attacks... because simple pupae with one bite take over 300 of my turrets health and over 450 of my vehicles health
ooops posted this on the wrong subject
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WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 15:42:12
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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TheDruidXpawX wrote:
Do you want to post up a patched version of the current source for this? I'll commit it if you do.
I don't have a RPG server setup to test this with. I can set one up if you need it tested before committing.
Also: Why are there no misfortune weps?
| Filename |
RW_EnhancedLuck.zip |
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984 bytes
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309 time(s) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2009 15:47:24
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greg11
Wicked Sick!
Joined: 02/10/2008 20:00:40
Messages: 526
Location: Hood River, OR
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Szlat wrote:
Could change it so if your current shield strength is less than 50, then it spawns a small shield, but if your current shield is 50 or more, then it spawns a super shield.
This would take away from the engineers.
Jefe's idea sounds neat. Make yellow vials that add small amounts of shield.
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