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Highlander mod: crates http://px.worms2d.info/forum/viewtopic.php?f=15&t=2054 |
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Author: | -raffie- [ Sat Oct 03, 2015 3:40 pm ] |
Post subject: | Highlander mod: crates |
Would it be possible to get the weapon from a picked up crate into the script so that it works in for example a Highlander? I've studied the Highlander code and understand how it works (1 huge array for all worms' weapons in the game, a certain register within the array is loaded for each specific worm). So if someone might help me with how to get the crate's weapon - when it is picked, into the code (if at all possible), I think I could go from there and adapt the Highlander script. Thanks in advance for any help. |
Author: | rafa``2 [ Sun Mar 20, 2016 5:38 am ] |
Post subject: | Re: Highlander mod: crates |
-raffie- wrote: Would it be possible to get the weapon from a picked up crate into the script so that it works in for example a Highlander? I've studied the Highlander code and understand how it works (1 huge array for all worms' weapons in the game, a certain register within the array is loaded for each specific worm). So if someone might help me with how to get the crate's weapon - when it is picked, into the code (if at all possible), I think I could go from there and adapt the Highlander script. Thanks in advance for any help. easiest way I've found out Code: override void CCrate::Free(bool FreeMem)
{ if((desc.type == CT_WEAPON || desc.type == CT_MWEAPON) && desc.weapon > 100) { local wep = GS->GetWeaponByIndex(1, desc.weapon-100); if(wep != NullObj) { local wepindex = wep->GetWeaponIndex(); //index of picked up weapon } } super; } |
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