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Author Topic: >>Rules<<, FAQ, and ==Help== [GML General]  (Read 190497 times)

therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1770 on: July 15, 2015, 08:31:20 am »

  Well I feel like a little prick right now  :drool:
It's unfortunate that you won't do anything to change it
You donīt even know what I do with my life so itīs non of your 8ui$n3$$
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therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1771 on: July 15, 2015, 11:47:19 am »

Sorry to double-post but is it possible to take features from mods and just copy the code then paste in your game?
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Derpduck

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1772 on: July 15, 2015, 11:50:48 am »

Yes.

therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1773 on: July 18, 2015, 08:44:19 am »

Dumb question here: What number/value should i put on the reloadtime and reloadbuffer so the weapons donīt reload?
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Orpheon

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1774 on: July 24, 2015, 08:05:31 am »

Dumb question here: What number/value should i put on the reloadtime and reloadbuffer so the weapons donīt reload?
Don't reload as in can shoot all the time, or don't reload as can shoot only once and then never again?
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therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1775 on: July 24, 2015, 03:18:43 pm »

Dumb question here: What number/value should i put on the reloadtime and reloadbuffer so the weapons donīt reload?
Don't reload as in can shoot all the time
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notarctic

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1776 on: July 24, 2015, 03:22:02 pm »

set max ammo to a really big number xd
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1777 on: July 24, 2015, 03:32:32 pm »

set max ammo to a really big number xd
Thereīs a difference between firing fast and firing at a normal rate.
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Orpheon

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1778 on: July 30, 2015, 07:53:09 am »

set max ammo to a really big number xd
Thereīs a difference between firing fast and firing at a normal rate.
Put all the alarms to 1, that will make it be ready next frame again.
Idk what happens if you put them to 0.5 or something, nor what happens when you put them on 0. Try it.
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therocketjumper

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1779 on: July 30, 2015, 07:55:09 am »

set max ammo to a really big number xd
Thereīs a difference between firing fast and firing at a normal rate.
Put all the alarms to 1, that will make it be ready next frame again.
Idk what happens if you put them to 0.5 or something, nor what happens when you put them on 0. Try it.
Earlier I put 0 and an error appeared describing that there is a problem with the frames, then the game crashed
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Fuzion

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1780 on: August 20, 2015, 02:56:41 pm »

is ev_loop a thing? if so, does it work like this?:
ev_loop
{
execute blah blah blah
}
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[FR]YB

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1781 on: August 20, 2015, 04:02:24 pm »

is ev_loop a thing? if so, does it work like this?:
ev_loop
{
execute blah blah blah
}

ev_step is executed every frame. You probably want to look into that.
Code: [Select]
object_event_add(DeadBody, ev_step, ev_step_normal, '
    vspeed = max(vspeed - 0.8, -15);
    if(y < -100) instance_destroy();
');
The code above should make dead bodies fly in the air. It decreases their vspeed every step, capping at -15, making them accelerate upwards until they reach that limit.
It also checks if their y position is below (in y axis, more "up" than) -100. Since it's checked every frame, the instance will be destroyed the very moment it reaches that -100 limit.

alko-vich

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1782 on: May 17, 2016, 10:06:34 am »

Does anyone know where I can find the code that creates a MineTrail object every time a Mine is fired?

I've only started using GM a few days ago so I might be missing something obvious, but I've looked through the Mine, Minegun and Demoman objects and didn't seem to find anything. Thanks in advance.
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Derpduck

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1783 on: May 17, 2016, 10:09:13 am »

Does anyone know where I can find the code that creates a MineTrail object every time a Mine is fired?

I've only started using GM a few days ago so I might be missing something obvious, but I've looked through the Mine, Minegun and Demoman objects and didn't seem to find anything. Thanks in advance.
It's in the move_all_bullets script.
« Last Edit: May 17, 2016, 10:09:24 am by Derpduck [LORD] »
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alko-vich

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Re: >>Rules<<, FAQ, and ==Help== [GML General]
« Reply #1784 on: May 17, 2016, 10:19:05 am »

Does anyone know where I can find the code that creates a MineTrail object every time a Mine is fired?

I've only started using GM a few days ago so I might be missing something obvious, but I've looked through the Mine, Minegun and Demoman objects and didn't seem to find anything. Thanks in advance.
It's in the move_all_bullets script.

Got it, thanks for the fast reply.
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