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 Post subject: Anti Fall Damage utility
PostPosted: Sat Jan 12, 2013 3:15 am 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
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This utility activates anti fall damage for worm who used it while running his turn.


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File comment: version 1.1
13.01.2012

p_fall_damage_utility.rar [5.34 KiB]
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Last edited by PyroMan on Sun Jan 13, 2013 11:51 am, edited 1 time in total.
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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sat Jan 12, 2013 4:03 am 
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Joined: Wed Nov 14, 2012 3:58 am
Posts: 75
Location: Texas, US
so effin' badass!

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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 12:26 am 
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Joined: Wed Nov 14, 2012 3:58 am
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hey! - i had a great idea to use this lib while bigRR-ing....... lmao at what happens

any time your worm passes that specific speed when he loses control (say doing an outlaw/spike) he will automatically let go of the rope and each shoot after this will not connect. If there was a way to adjust this lib for roping it would be great - and would basically replace the ninja rope tweak you made, thus REMOVING THE GODDAMN PARACHUTE out of the picture. i H8 having to use the stupid stupid stupid chute

Go ahead and use this lib in a bigrr/wxw and you'll see what i mean -it's pretty funny

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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 2:23 am 
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i can try

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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 10:46 am 
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hahhahaha
i`ve tryed it with rope :D i understand what you mean :)))) i will fix that now))

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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 11:49 am 
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Joined: Sun Apr 08, 2012 1:09 pm
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Location: Ukraine, Kyiv
i think that will also happen with fast jetpack (rubberworm feature). so i will fix those things also)

also i`ve added some remote switcher to be able activate additional oprions remotely, from other scripts.

lets say if u need additional fall_damage oprions (like from my extended rope script) u need create this code into scheme codes:

Code:
require p_fall_damage_utility;

override void CWorm::Message(CObject* sender,EMType Type,int MSize,CMessageData* MData)
{
    super;
    if (Type == M_TURNBEGIN)
    {
        anti_FD = true;  // this automatically activates anti_fall_damage utility every turn, no need have it as weapon and activate all the time
    }
    if (Type == M_FRAME)
    {
        if (CurWeapon->CheckName("Ninja Rope"))
        {
            // remotely turn on additional no_loss_control
            if (ObjState == WS_FLYING) remote_fd_switch = true;
            else remote_fd_switch = false;
        }
        else remote_fd_switch = false;
    }
}

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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 2:34 pm 
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Joined: Sat Nov 27, 2010 12:59 pm
Posts: 346
PyroMan wrote:
fast jetpack (rubberworm feature)

that's a TestStuff feature. also fuel is W:A feature.


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 Post subject: Re: Anti Fall Damage utility
PostPosted: Sun Jan 13, 2013 2:38 pm 
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StepS wrote:
PyroMan wrote:
fast jetpack (rubberworm feature)

that's a TestStuff feature. also fuel is W:A feature.


oh.. yes, i should mention that it was my guess. Almost don`t use that features.

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