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 Post subject: Weapons & Utilities Inventory by rafa``2
PostPosted: Sat Aug 09, 2014 4:58 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
SUBMARINE STRIKE (SUB STRIKE) ** NEW ** Image

Specifically designed for the purpose of attacking worms from the bottom of the map.

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FERRETS ** NEW ** Image

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.

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PARTY BALLOON ** NEW ** Image

You can reach at any high spot on the map.

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BOOBY-TRAP CRATE Image

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).


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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
}


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ANTIFIRE SUIT Image

Invincible to any kind of fire.
The suit will be active after finishing turn until your next.

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BUFFALO OF LIES Image

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.

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VALYRIAN FIRE Image

Newcomer from Valyria city, 25% more damage and 100% wilder than regular fire.
When it explodes the wildfire spreads everywhere.

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UNDERWATER BOMB Image

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.

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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.
[

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EMP - ELECTROMAGNETIC PULSE ** UPDATED ** Image

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 )

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KAMIKAZE ROCKET ** UPDATED ** Image

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

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NEW BARRELS ** NEW ** Image

Cluster barrel, icy barrel and electric barrel added to the
originals explosive, napalm, mines and poison barrels by Entuser.

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- ** 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.
}

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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**


Attachments:
weapons_and_utilities_by_rafa2_021017.zip [1.84 MiB]
Downloaded 117 times


Last edited by rafa``2 on Tue Oct 03, 2017 6:41 am, edited 41 times in total.
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 Post subject: Re: Sentry Laser Gun and EMP
PostPosted: Mon Aug 11, 2014 9:11 am 
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Joined: Wed Jul 31, 2013 4:03 pm
Posts: 35
Location: Ukraine
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 :P


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 Post subject: Re: Sentry Laser Gun and EMP
PostPosted: Tue Aug 12, 2014 1:39 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
that would be nice but im not good at graphics design


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 Post subject: Re: Sentry Laser Gun and EMP
PostPosted: Wed Apr 08, 2015 7:04 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Laser sentry is awesome, and I do love it when a weapon is tweakable!

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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Wed Apr 15, 2015 7:51 pm 
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Joined: Thu Mar 19, 2015 12:34 am
Posts: 11
Looks Really awsome how to use underwater objects?? and how to add new barrels into the maps?


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Thu Apr 16, 2015 4:21 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
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


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sat Apr 18, 2015 9:54 pm 
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Joined: Thu Mar 19, 2015 12:34 am
Posts: 11
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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File comment: Error
WA 2015-04-18 16-51-20-68.png
WA 2015-04-18 16-51-20-68.png [ 44.7 KiB | Viewed 12570 times ]
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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sat May 02, 2015 10:36 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
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.

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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Tue May 05, 2015 1:53 am 
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Joined: Thu Sep 25, 2014 12:47 am
Posts: 12
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 :mrgreen:


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 Post subject: Re: Weapons & Utilities Inventory by rafa``2
PostPosted: Sun May 10, 2015 12:29 am 
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Joined: Sat Aug 09, 2014 1:30 am
Posts: 40
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 :mrgreen:


thank you, dude, download it again, it has been improved and fixed few bugs


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