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Anti Fall Damage utility http://px.worms2d.info/forum/viewtopic.php?f=13&t=581 |
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Author: | PyroMan [ Sat Jan 12, 2013 3:15 am ] | ||
Post subject: | Anti Fall Damage utility | ||
Attachment: anti_fd_ico.png [ 4.32 KiB | Viewed 10973 times ] This utility activates anti fall damage for worm who used it while running his turn.
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Author: | stRiNgkiNg [ Sat Jan 12, 2013 4:03 am ] |
Post subject: | Re: Anti Fall Damage utility |
so effin' badass! |
Author: | stRiNgkiNg [ Sun Jan 13, 2013 12:26 am ] |
Post subject: | Re: Anti Fall Damage utility |
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 |
Author: | PyroMan [ Sun Jan 13, 2013 2:23 am ] |
Post subject: | Re: Anti Fall Damage utility |
i can try |
Author: | PyroMan [ Sun Jan 13, 2013 10:46 am ] |
Post subject: | Re: Anti Fall Damage utility |
hahhahaha i`ve tryed it with rope ![]() ![]() |
Author: | PyroMan [ Sun Jan 13, 2013 11:49 am ] |
Post subject: | Re: Anti Fall Damage utility |
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; } } |
Author: | StepS [ Sun Jan 13, 2013 2:34 pm ] |
Post subject: | Re: Anti Fall Damage utility |
PyroMan wrote: fast jetpack (rubberworm feature) that's a TestStuff feature. also fuel is W:A feature. |
Author: | PyroMan [ Sun Jan 13, 2013 2:38 pm ] |
Post subject: | Re: Anti Fall Damage utility |
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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