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Weapons & Utilities Inventory by rafa``2 http://px.worms2d.info/forum/viewtopic.php?f=13&t=2009 |
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Author: | rafa``2 [ Sat Aug 09, 2014 4:58 am ] | ||
Post subject: | Weapons & Utilities Inventory by rafa``2 | ||
SUBMARINE STRIKE (SUB STRIKE) ** NEW ** Specifically designed for the purpose of attacking worms from the bottom of the map. FERRETS ** NEW ** The ferrets remain in contact with the ground at all times. If they walk off a ledge, they will simply follow the terrain in stead of falling. They will explode as soon as they come into contact with a Worm or an oil barrel. PARTY BALLOON ** NEW ** You can reach at any high spot on the map. BOOBY-TRAP CRATE A booby-trap crate will explode on contact with worms or missiles. You can use a booby-trap as weapon or random crate shower. When a random weapon crate appears, it has x probability to be a booby-trap (20% default). Code: ////////////////////////////////////////////////////////////////////////////// // OVERRIDE THIS METHOD IN YOUR SCHEME TO CHANGE BOOBY-TRAP PROBABILITY // ////////////////////////////////////////////////////////////////////////////// require r2_boobytrapcrate; override void CCrate::SetBoobyTrapConfig() { // 1 -> 100% // 4 -> 25% // 7 -> 14% // 10 -> 10% // 2 -> 50% // 5 -> 20% // 8 -> 12% // 50 -> 2% // 3 -> 33% // 6 -> 16% // 9 -> 11% //100 -> 1% boobytrap_random = true; //Spawn auto boobytrap crates boobytrap_probability = 5; //Default 20 % probability } ANTIFIRE SUIT Invincible to any kind of fire. The suit will be active after finishing turn until your next. BUFFALO OF LIES A new weapon ported from worms realoded, now usable in WA Every time the Buffalo reaches an object and it cannot pass it will cause an explosion trying get through by force. 3 charges per shot. Pressing 1: Buffalo goes in straight direction after explosion. Pressing 2: Buffalo goes in opposite direction after explosion. Pressing 3: Buffalo goes in random direction after explosion. VALYRIAN FIRE Newcomer from Valyria city, 25% more damage and 100% wilder than regular fire. When it explodes the wildfire spreads everywhere. UNDERWATER BOMB do you like swimming?, a placeable bomb into water, it explodes by contact. You can use it as a weapon or place them automatically at the start of the game. Code for spawning underwater bombs at the start .Create a new script in your scheme (open px scheme editor -> click scripts -> add new) and paste this code, changes the values as you need, isn't necessary duplicate the entire lib file. [ EMP - ELECTROMAGNETIC PULSE ** UPDATED ** All systems or electronics like sentrys, turrets, mines, magnets, portals, jetpack or Helicopter will be deactivate for 10 seconds if you select limited version or your whole turn if you choose unlimited version. You won't can use jetpack or helicopter if EMP is active. (this version includes compatibility with Sentry Laser ) KAMIKAZE ROCKET ** UPDATED ** Control your worm during kamikaze attack (like a super sheep) Very first version by Pablo, time limit, CGUItext timer, some sprites and improves by me NEW BARRELS ** NEW ** Cluster barrel, icy barrel and electric barrel added to the originals explosive, napalm, mines and poison barrels by Entuser. - ** IT´S IMPORTANT DELETE ALL CODE IN YOUR CUSTOMIZED BARRELS SCRIPT EXCEPT THE CONSTRUCTOR METHOD (CoilDrum::CoilDrum) OR FIXES WON´T WORK** Code: // Code - Type // 0 - Explosive // 1 - Heavy napalmed // 2 - Mines // 3 - Clusters // 4 - Icy // 5 - Electric // 6 - Skunk //As default if newdrums.pxl is loaded all barrels are generated ramdonly so if you want all barrels dont create this customized script. To create a customized script with your favorite barrels, open your scheme with px scheme editor, click script button, add a new one, name it as you want e.g barrels and copy the code shown below as you need. //If you want napalmed barrel only, barreltype has to be always 1. // //Code // barreltype = 1; //If you dont want the skunk barrel, barreltype has to be a random number from 0 to 5. // //Code // barreltype = RandomInt(0,5); //If you dont want explosive, electric and skunk barrels, so barreltype has to be a random number from 1 to 4 // //Code // barreltype = RandomInt(1,4); //If you want all but clusters, barreltype has to be a random number from 0 to 6 except 3. // //Code // while(barreltype == 3) // { // barreltype = RandomInt(0,6); // } //If you dont want explosive, clusters and electric barrels, barreltype has to be a random number from 0 to 6 except 0, 3, 5. // //Code // while(barreltype == 0 || barreltype == 3 || barreltype == 5) // { // barreltype = RandomInt(0,6); // } require utils; override COilDrum::COilDrum(CObject* Parent, fixed X, fixed Y, bool Snap) { super; //HERE, MY FAVORITE BARREL CODE. } 14/03/2016 Some improvements and bug fixes Buffalo Of Lies - Fixed, Wrong message on top after selecting delay with another weapon. - Improved, buffalo needs less pixels to explode on contact with terrain. Antifire Suit - Fixed. Antilaser suit?, no laser damage while using antifire suit. Sentry Laser Gun - Fixed, Buffalo sounds keep playing after being disintegrated. Underwater bomb - Fixed, you can pass through the bomb with no explosion in some cases. - Added, underwater bomb explodes when environment objects approaches to it, e.g. crates or weapons. Icy Drum - Fixed, when you kamikaze an icy drum your worm will freeze and the game won´t end unexpectedly. - Kamikazing an icy drum will cost you 30% of your health if you have more than 1hp. 02/10/2017 Some improvements and bug fixes Icy Drum - Fixed, kamikaze + icy drum = no weapons? (HL), I hope so. New Weapon Panel - Fixed, wpanel compatible with unlimited weps and delay. - ** IT´S IMPORTANT DELETE ALL CODE IN YOUR CUSTOMIZED BARRELS SCRIPT EXCEPT THE CONSTRUCTOR METHOD (CoilDrum::CoilDrum) OR FIXES WON´T WORK** ** It's important overwrite all files due to compatibility, they are constantly improved and bug fixed and keep reporting them in this post**
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Author: | Danylo [ Mon Aug 11, 2014 9:11 am ] |
Post subject: | Re: Sentry Laser Gun and EMP |
vgj i think it would be nice if someone can make new weap srite for emp. i mean googles are used for nuclear test. i imagine a worm with big red button in his arm |
Author: | rafa``2 [ Tue Aug 12, 2014 1:39 am ] |
Post subject: | Re: Sentry Laser Gun and EMP |
that would be nice but im not good at graphics design |
Author: | -raffie- [ Wed Apr 08, 2015 7:04 am ] |
Post subject: | Re: Sentry Laser Gun and EMP |
Laser sentry is awesome, and I do love it when a weapon is tweakable! |
Author: | francot514 [ Wed Apr 15, 2015 7:51 pm ] |
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 |
Looks Really awsome how to use underwater objects?? and how to add new barrels into the maps? |
Author: | rafa``2 [ Thu Apr 16, 2015 4:21 am ] |
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 |
francot514 wrote: Looks Really awsome how to use underwater objects?? and how to add new barrels into the maps? HI, You have to create a new scheme and add the libraries, open your scheme editor then click in libraries button and check the files you want to add into scheme, here is a tutorial http://px.worms2d.info/px080wiki/index.php/Editors |
Author: | francot514 [ Sat Apr 18, 2015 9:54 pm ] | ||
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 | ||
I get the error showed in image when trying to use your custom libraries into a px scheme, i can run default normally...
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Author: | -raffie- [ Sat May 02, 2015 10:36 am ] |
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 |
If I can make a suggestion: it would be awesome if the Underwater Bombs would act like normal mines, meaning if the worm comes near them it sets off the fuse same as a normal mine (rdm, 1, 2 or 3 secs), with them blinking red as well as playing the (local) mine beeping sound when the fuse has been set off. The current behavior could still be kept, for example on top of the mine fuse selection, you could have an option 'none'. A small bug report; I have also noticed when using the Underwater bombs, sometimes a crate becomes unpickable, the worm bounces into the crate and can walk over it but cannot pick it. |
Author: | JoeDaddy [ Tue May 05, 2015 1:53 am ] |
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 |
Nice work man! Dude I can't believe you were able to get the weapon count number on the new panel. Remember when I asked you if that was possible and you said it was but it would be a lot of work, well shit, you did it! Now you have inspired me to make a new scheme |
Author: | rafa``2 [ Sun May 10, 2015 12:29 am ] |
Post subject: | Re: Weapons & Utilities Inventory by rafa``2 |
francot514 wrote: I get the error showed in image when trying to use your custom libraries into a px scheme, i can run default normally... uhm seems like you need to download the last version of utils.pxl -raffie- wrote: If I can make a suggestion: it would be awesome if the Underwater Bombs would act like normal mines, meaning if the worm comes near them it sets off the fuse same as a normal mine (rdm, 1, 2 or 3 secs), with them blinking red as well as playing the (local) mine beeping sound when the fuse has been set off. The current behavior could still be kept, for example on top of the mine fuse selection, you could have an option 'none'. A small bug report; I have also noticed when using the Underwater bombs, sometimes a crate becomes unpickable, the worm bounces into the crate and can walk over it but cannot pick it. I will keep your idea for future versions, thanks for reporting, the bug is fixed JoeDaddy wrote: Nice work man! Dude I can't believe you were able to get the weapon count number on the new panel. Remember when I asked you if that was possible and you said it was but it would be a lot of work, well shit, you did it! Now you have inspired me to make a new scheme thank you, dude, download it again, it has been improved and fixed few bugs |
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