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Author Topic: >>Rules<<, FAQ, and ==Help== [GML General]  (Read 180898 times)

Wherewolf

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Re: Rules, FAQ, and Help
« Reply #15 on: February 10, 2010, 11:03:19 am »

That grey circle is the splash? Seriously? Wow.
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Phantom Brave

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Re: Rules, FAQ, and Help
« Reply #16 on: February 10, 2010, 03:12:31 pm »

What unfair advantages? :hehe:
(click to show/hide)
Holy shit...
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http://steamcommunity.com/id/wareya/
ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Waterfall

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Re: Rules, FAQ, and Help
« Reply #17 on: February 10, 2010, 05:17:35 pm »

PM me. :hehe16:
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Speed of Dark

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Re: Rules, FAQ, and Help
« Reply #18 on: February 10, 2010, 08:07:30 pm »

I'd tell Vindicator to suck a cock but then I'd be branded as a sexist.
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Phantom Brave

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Re: Rules, FAQ, and Help
« Reply #19 on: February 10, 2010, 08:11:07 pm »

I'd tell Vindicator to suck a cock but then I'd be branded as a sexist.
As long as she's not posting code or an exe, I'm fine with it. So, fuck off.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Saniblues

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Re: Rules, FAQ, and Help
« Reply #20 on: February 10, 2010, 08:11:32 pm »

Here, Spud. I'll do it for you;

Suck a cock, Vinny.
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Quote from: MR MAGN3TIC
I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
I'm bored out of my skull, Lets play a different game!
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Speed of Dark

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Re: Rules, FAQ, and Help
« Reply #21 on: February 10, 2010, 08:12:24 pm »

So, fuck off.
Thank you. I will. Not like there's anything to fuck off from but dead projects and Insani's Mod anyway.
« Last Edit: February 10, 2010, 08:14:24 pm by Speed of Dark »
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Phantom Brave

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Re: Rules, FAQ, and Help
« Reply #22 on: February 10, 2010, 08:21:18 pm »

So, fuck off.
Thank you. I will. Not like there's anything to fuck off from but dead projects and Insani's Mod anyway.
8D
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

a/d

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Re: Rules, FAQ, and Help
« Reply #23 on: February 10, 2010, 09:13:21 pm »

Once, when I was bored, I added in almost all the features that bass described for LKaAS.

« Last Edit: February 10, 2010, 09:34:10 pm by A/D »
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go canada or whatever, maybe your country is cool too

Dman

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Re: Rules, FAQ, and Help
« Reply #24 on: February 10, 2010, 10:05:32 pm »

Experimental AI is allowed?

Cool.
Will you ever post this.
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what the fuck they know what is what but they dont know what is what what the fuck

Psychopath

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Re: Rules, FAQ, and Help
« Reply #25 on: February 10, 2010, 10:13:31 pm »

If some sort of 'Direct Hit' sort of mechanics make it in, at the most, I could see a bonus 35% damage on juggled targets (a whole 19.25 damage, not factoring the damage 'falloff' from coming in contact with friendlies and distance traveled). That'd actually be enough to 2-shot a healer provided that a first shot was a direct hit that flung him/her into the air and the finishing blow connected (ie not splash damage) while he/she was still airborne. This is just how I feel on the subject.
In event_user(5) of Rocket
Code: [Select]
//if(characterHit.object_index == Character && characterHit.moveStatus != 0) //rocketjump or juggle
if(object_is_ancestor(characterHit, Character) && characterHit.moveStatus !=0)
{
characterHit.hp -= 20;
crit = instance_create(x,y,CritO);
crit.image_index = 1;
crit.victim = characterHit;
crit.source = characterHit.lastDamageDealer;
if(weapon == WEAPON_REFLECTED_ROCKET)
     characterHit.lastDamageSource = WEAPON_REFLECT_AIRSHOT;
else if(weapon == WEAPON_ROCKETLAUNCHER)
     characterHit.lastDamageSource = WEAPON_AIRSHOT;
}
When I commented both of my potential conditionals out and tested it, the CritO object was spawned just as planned. Something is wrong with my conditional statement and I cannot put my finger on it exactly. Thus far characterHit.object_index == Character and/or object_is_ancestor(characterHit, Character) are required before that moveStatus check (as autoguns don't have a moveStatus) which explains why I'm checking to see if the characterHit is indeed a human controlled player.

Any help would be greatly appreciated.

EDIT: False alarm. It seems that the root of the problem is that the moveStatus is set back to 0 when vspeed > 0.51. The problem lies in the Begin Step event of Character. I'll see what I can do about that to get things working.
EDIT2: I've successfully added a new moveStatus that allows me to discern falling explosion victims from all other airborne victims (through jumping and falling). I am going to stress-test this later today to check to see if it effectively eliminated the 'earthquake' bug. I'm out for now.
EDIT3: Bacon gave me improper conditionals to use. I've tried a few different things but they all seem to fail. I've tried:
characterHit.object_index == Character
object_get_parent(characterHit) == Character
object_is_ancestor(characterHit, Character)
those 3 have either returned a 0 or a -1 each time. I am confuse ???
EDIT4: object_is_ancestor(characterHit.object_index, Character) works, thanks medo :c1:
EDIT5: now characterHit.moveStatus !=0 is a problem, unknown variable moveStatus ???
« Last Edit: February 11, 2010, 10:31:45 pm by Psychopath »
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NAGN

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Re: Rules, FAQ, and Help
« Reply #26 on: February 11, 2010, 07:44:12 pm »

I'm trying to make simple scripted bots, but after stripping them of all of their networking coding, I can't get the bots guns to appear and work
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NAGN

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Re: Rules, FAQ, and Help
« Reply #27 on: February 12, 2010, 05:17:04 pm »

Hey so I'm trying to make a bot that just moves left and right

but I can't get the weapon to appear and it won't walk up ramps
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I_am_awesome

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Re: Rules, FAQ, and Help
« Reply #28 on: February 12, 2010, 06:18:03 pm »

Hey so I'm trying to make a bot that just moves left and right

but I can't get the weapon to appear and it won't walk up ramps

character user event 0 makes the weapons.  the stuff to walk up stairs should be in collision with obstacle (the yellow box thing) if i recall right.



why the hell did you remove the netcode for them? imo it would be much easier to just check some conditions and then set the keybytes to shoot, jump, whatever.
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NAGN

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Re: Rules, FAQ, and Help
« Reply #29 on: February 12, 2010, 08:07:26 pm »

Hey so I'm trying to make a bot that just moves left and right

but I can't get the weapon to appear and it won't walk up ramps

character user event 0 makes the weapons.  the stuff to walk up stairs should be in collision with obstacle (the yellow box thing) if i recall right.



why the hell did you remove the netcode for them? imo it would be much easier to just check some conditions and then set the keybytes to shoot, jump, whatever.
Yeah but when I try to make it go up the stairs it just gets stuck
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