Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
doom wrote:
is it in the server?
As I said, "I'm was just working on it", no it isn't on the server.
Also, it doesn't work as the game doesn't allow you to take money from other players in a weapon, yet.
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I've come across a strange problem from how teleports are done now.
What it should do is...
The weapon should, drop on tank, tank teleports out from under it, the weapon drops on tank spot where it teleported to and then tank teleports a second time.
What it does is...
The weapon drops on tank, tank teleports out from under it, the weapon
drops a second time, but on the area the tank started at, tank teleports a second time.
The broken code...(second try after fixing it not teleporting)
Code:
<accessory> <name>Bomb and fly</name> <armslevel>5</armslevel> <description>Teleports you to a random location on the map as a funkybomb falls on the spot you were at, this does this two times.</description> <icon>teleport.bmp</icon> <activationsound>none</activationsound> <bundlesize>1</bundlesize> <model>teleport/teleport.txt</model> <nomuzzleflash> <cost>15000</cost> <accessoryaction> <subweapon1> <habs>true</habs> <vabs>true</vabs> <hredirect>180</hredirect> <vredirect>0</vredirect> <nextaction> <translatedist>100</translatedist> <nextaction> <habs>false</habs> <vabs>true</vabs> <hredirect>0</hredirect> <vredirect>180</vredirect> <nextaction> <delay>0.75</delay> <delayedweapon> <weapon>Funky Bomb</weapon> </delayedweapon> </nextaction> </nextaction> </nextaction> </subweapon1> <subweapon2> <subweapon1> <height>0</height> <nextaction> <landheight>true</landheight> <landonly>true</landonly> <scatterpercentage>90</scatterpercentage> <aimedweapon> <sound>data/wav/misc/teleport2.wav</sound> <delay>1</delay> </aimedweapon> </nextaction> </subweapon1> <subweapon2> <habs>true</habs> <vabs>true</vabs> <hredirect>180</hredirect> <vredirect>0</vredirect> <nextaction> <translatedist>125</translatedist> <nextaction> <habs>false</habs> <vabs>true</vabs> <hredirect>0</hredirect> <vredirect>180</vredirect> <nextaction> <delay>2.75</delay> <delayedweapon> <weapon>Funky Bomb</weapon> </delayedweapon> </nextaction> </nextaction> </nextaction> </subweapon2> <subweapon3> <height>0</height> <nextaction> <landheight>true</landheight> <landonly>true</landonly> <scatterpercentage>90</scatterpercentage> <aimedweapon> <sound>data/wav/misc/teleport2.wav</sound> <delay>3</delay> </aimedweapon> </nextaction> </subweapon3> </subweapon2> </accessoryaction> </accessory>
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1969 Location: In a Rental.
jdog wrote:
Beta release... Should have put this out long ago... Any feed back would be nice. Jdog's mod v2.01b (b = beta (needs a little other testing then me)) This has single player mode working but needs more testing then just me. (try the Insane mode) Also, I need to know about the monkey, I think I may need to fling them out more or have less, comments.
Great! the version i'd been hosting has finally got an update!
I'll apply it and continue providing a place to enjoy this latest work.
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
Untill I get some idea of what is thought of the beta, I just though of some things to add to the monkys. (writing it down so I don't forget)
Brown monkey - the "dirt" monkey, leaves a pile of dirt as it bouces and explodes into little dirt globlets after last jump.
Orange monkey - the lightning monkey(something I'm thinking about)
Purple - ???
I'm also thinking about a money monkey(probably going to be added to the crate monkey and called the goodie monkey) and one that jumps a little bit then runs across the map(the moving one won't be till 41 if I make it)
Adding napalm bomb and frost bomb to the bomb monkey.
Adding Exploding crates to the crate monkey (they are packed by monkys)
Adding the icy missile and a mini Fire Storm missile to the gun monkey
Thats all I can think of right now
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Wed Feb 14, 2007 4:13 pm Posts: 365 Location: The Abyss...
How about a banana bomber?
It has a large monkey with a jet pack that drops crates down while it flies.
When the crate hits the ground, a bunch of bananas fly everywhere.
The bananas should fly out like a funky bomb but with no tank seeking.
SO it should be like this...
Note-every - is .5 seconds.
Launch---drop crate--drop crate--drop crate--drop crate--drop crate and end bombing--bomber/overweight monkey hits the ground and explodes creating the same type of explosion as the crates do.
Sound good?
"O wait, I have the Internet" Lap Top Cat Daddy
Player Alias Times Used
NoMoreSteve 666<-----!!!!!!!!!!!
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
*runs*
Nice idea but,
A) I can't model that well to make the monkey
B) I still need to fix the Bomb and Fly weapon
C) I'm staying away from banana weapons (I used bananas in the first version of the this weapon and it looks weird with bananas flying about.)
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
A little note, I don't remember if I put it in the read me file but, I made some small changes to the Plasma Blast and you really do need shields and Parachutes when using it.
Just as I entened when I made it.
Beware the VOID
When in doubt on why your mod broke...
it's all Bobirov's fault.
Joined: Sat Dec 18, 2004 7:20 pm Posts: 2015 Location: USA
Just a little idea I have. Need a different axis to spin projectiles on though for it to work the way I would like. Well detailed to get the look I wanted and
triangle count is 1640 total.
Just a little idea I have. Need a different axis to spin projectiles on though for it to work the way I would like. Well detailed to get the look I wanted and triangle count is 1640 total.
Can't you just turn off the spining and do an animated mesh that spins the other way?
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