Project X Forums
http://px.worms2d.info/forum/

Anti Fall Damage utility
http://px.worms2d.info/forum/viewtopic.php?f=13&t=581
Page 1 of 1

Author:  PyroMan [ Sat Jan 12, 2013 3:15 am ]
Post subject:  Anti Fall Damage utility

Attachment:
anti_fd_ico.png
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.

Attachments:
File comment: version 1.1
13.01.2012

p_fall_damage_utility.rar [5.34 KiB]
Downloaded 686 times

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 :D i understand what you mean :)))) i will fix that now))

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.

Page 1 of 1 All times are UTC
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/