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v0rTeXsRPG108  XML
Forum Index -> UnrealScript, Coding, Mapping, and 3rd party Mods Go to Page: Previous  1, 2, 3 Next 
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Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
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who your calling a teenager here ?
i'm 18, but i do not hide in cracks !
it just aint me
and its against the rules of my server aswel, to use map holes

and uhm, it isnt just teenagers who do that i think..

EDIT: you forgot to update the topic title.
it still says 104 in stead of 105

Zenas: Weapons Master - lvl 26
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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I have updated the file to version 106.

The first post has been edited to reflect the new download and the changes for this version.

v106:
-Changed the names of weapons that can't be thrown to have '#' at the end
-Updated code for Stone and Frosty so it wont say '+10' in the name
-Added EnhancedForce
-Added 'Iron Shoes' Ability
 
Sarigi



Joined: 11/20/2005 08:57:00
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Have iron shoes increase fall damage, and maybe a weapontype that has the denial ability maybe? possibly a drawback and a bonus. Also
Grappler-Pulls enemies towards you with each hit
Cracked- Doesnt aim at the crosshair making some snipers annoyed
Ascention- Increases jump hieght
Flowfall- Decreases fall speed
Treasurer's- Increases chance of artifact and special weapon drop
Vitality- Increases max hp by 50

Those are my two cents....to bad i dont have 2 dollars...
Drago'Nish

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Sarigi wrote:
Treasurer's- Increases chance of artifact and special weapon drop 

sorry to say, this is something that is not possible, it gets configured in the .ini and can not be changed in a balanced mether, if possible at all. (and if you ask me, it is impossible)

Sarigi wrote:
Vitality- Increases max hp by 50 

this is a magic weapon i have been thinking of myself, but i am not sure if it wil work together completly with the health bonus from the RPG menu.
as it might take base health (100) +50 instead of the new rpg max health.
this can be solved by using the rpgmaxhealth call i think.. (or something similiar name if there is any at all..)

and about magic weapons affecting health, i had the idea of a magic weapons "of Regeneration" wich generates 1hp per +.

Zenas: Weapons Master - lvl 26
v0rTeX

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Drago'Nish wrote:

Sarigi wrote:
Vitality- Increases max hp by 50 

this is a magic weapon i have been thinking of myself, but i am not sure if it wil work together completly with the health bonus from the RPG menu.
as it might take base health (100) +50 instead of the new rpg max health.
this can be solved by using the rpgmaxhealth call i think.. (or something similiar name if there is any at all..)

and about magic weapons affecting health, i had the idea of a magic weapons "of Regeneration" wich generates 1hp per +. 


The thing that occured to me about weapons with a health bonus / penalty is this...

If a gun grants more max health when it is equipped, then it when put away it should remove the new max health limit. As we can see from Quickfoot it isnt always easy to get the effect to drop when the weaopn goes away 100% of the time.

Also I put together v107 and I'll update this thread about it. Basically I just fixed a problem with venom weapons adding another 30 seconds of poison time for each hit.
v0rTeX

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Sarigi wrote:
Have iron shoes increase fall damage 

Iron Shoes already has a penalty of sorts. It wont work when you activate the Globe, and you can't use Knockback weapons to send yourself sky high with it either.

and maybe a weapontype that has the denial ability maybe? possibly a drawback and a bonus. 

Eesh, the code for denial isnt pretty, I'm leaving this one alone. Besides I don't know how a gun with its own denial property would conflict with the skill.


Grappler-Pulls enemies towards you with each hit
Cracked- Doesnt aim at the crosshair making some snipers annoyed 

Good ideas but Im not fluent enough in the attributes of the core game to make this happen. Pass.

Ascention- Increases jump hieght 

I think with the Power Jump skill this seems redundant. Pass.

Flowfall- Decreases fall speed 

I hate low-grav. Pass.
Drago'Nish

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v0rTeX wrote:
Also I put together v107 and I'll update this thread about it. Basically I just fixed a problem with venom weapons adding another 30 seconds of poison time for each hit.  


i already know this
its posted on your own forums it now adds 2 sec per hit am i right ?

for the weapons, i know the removing of the health isnt going to be just as easy..
but i am going to try it !


Zenas: Weapons Master - lvl 26
v0rTeX

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Drago'Nish wrote:
i already know this
its posted on your own forums it now adds 2 sec per hit am i right ?  

Yeah I didn't catch the error at first until I hit myself with a stray flak shell and realized I was poisoned much longer than 30 seconds. Aside from being rediculously powerful it aggravates team mates to no end when they stay poisoned for 5 minutes at a time if they live through that. Thus the change.

for the weapons, i know the removing of the health isnt going to be just as easy..
but i am going to try it !
 


I hope it works. I considered seeing what I could do with weapons giving health in some way but since I only hack code moreso than create it my ambition level dropped.
Drago'Nish

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wel looking at the quickfoot code, having a 'good' look at it, i think it wil be possible
(this is some sort of inventory problem i think..)

i'll look into this, because it is a nice addition to my server aswel

Zenas: Weapons Master - lvl 26
Ghorkvos

Killing Spree

Joined: 08/05/2005 12:32:36
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v0rTeX wrote:


Ascention- Increases jump hieght 

I think with the Power Jump skill this seems redundant. Pass. 


Redundancy between purchasable skills and weapon abilities is not unprecedented (quickfoot (speedy), vampiric); I would personally like to see some other skills added to weapons, a power jump equivalent would be interesting, as well as air control, regeneration, iron legs...

Battle not with monsters, lest ye become a monster...
and if you gaze into the Abyss, the Abyss gazes also into you.
--Nietzche
http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
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v0rTeX

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Yes and thanks to Druid for Vamp guns, without which EMs would truly be screwed hardcore.

I considered making a gun that grants power jump and air control increases at the same time. Maybe call it Equilibrium.

I took a stab at a Negative Regeneration gun real quick and discovered the code is tough to transfer from skill to weapons. It can be done I'm sure but I don't know how ambitious I am to create it when I'd rather just grab a vamp gun.
Ghorkvos

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v0rTeX wrote:

I took a stab at a Negative Regeneration gun real quick and discovered the code is tough to transfer from skill to weapons. It can be done I'm sure but I don't know how ambitious I am to create it when I'd rather just grab a vamp gun. 

Negetive Regeneration sounds exactly like a gun that as you poisoned while you use it, maybe the poison code would be easier to maniplate in that case.

Battle not with monsters, lest ye become a monster...
and if you gaze into the Abyss, the Abyss gazes also into you.
--Nietzche
http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
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v0rTeX

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Actually the poison code is what I tried. I couldn't find any reason to believe the function that gives health would take it away so I used the code from poison. The idea was to have a gun that puts poison in your inventory the whole time you carry it but I couldnt make it work.
Drago'Nish

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how about making a magic weapon based on the normal regeneration ability code..
and then just try giving it a negative capability.
i know this sounds stupid, and to easy to be true, but it might just be stupid enough to work
give me till the weekend and i'll try it myself

and then again, isnt that a bit of a to powerfull negative effect ?
i think it is better to just not have a negative on this if it wil be constantly damaging you..

Zenas: Weapons Master - lvl 26
v0rTeX

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My original reason for wanting to do that was to make a gun that was incredibly powerful, but the whole time you hold it the gun will take 10 health/sec the same way regen gives 5/sec. The result of my inability to make it work properly was the Rage weapon. I figured if I couldn't make it drain your life I would make you more vulnerable with it.
 
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