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Author Topic: >>Rules<<, FAQ, and ==Help== [GML General]  (Read 180899 times)

NAGN

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Re: Rules, FAQ, and Help
« Reply #30 on: February 12, 2010, 08:09:52 pm »

Also, the game fucks up if I keep the netcoding, but I'll try to keep it...
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NAGN

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Re: Rules, FAQ, and Help
« Reply #31 on: February 12, 2010, 08:14:25 pm »

SHIT

QUIICKLY HOW DO I GET A BOT TO CONNEcT TO MYSELF???
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Phantom Brave

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Re: Rules, FAQ, and Help
« Reply #32 on: February 12, 2010, 08:37:32 pm »

SHIT

QUIICKLY HOW DO I GET A BOT TO CONNEcT TO MYSELF???
Spawn a character object with normal input disabled and control its keybyte.
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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

NAGN

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Re: Rules, FAQ, and Help
« Reply #33 on: February 12, 2010, 08:38:14 pm »

SHIT

QUIICKLY HOW DO I GET A BOT TO CONNEcT TO MYSELF???
Spawn a character object with normal input disabled and control its keybyte.
how i do that?
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NAGN

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Re: Rules, FAQ, and Help
« Reply #34 on: February 12, 2010, 09:08:23 pm »

What's RNG?
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L

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Re: Rules, FAQ, and Help
« Reply #35 on: February 12, 2010, 09:09:29 pm »

Random Number Generator I think
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Saniblues

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Re: Rules, FAQ, and Help
« Reply #36 on: February 12, 2010, 09:09:39 pm »

It almost brings a tear to my eye to see people working together in this section.
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Quote from: mop
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!
Lets take a visit down below And cast the world in flames!

NAGN

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Re: Rules, FAQ, and Help
« Reply #37 on: February 12, 2010, 09:11:23 pm »

Random Number Generator I think
Why the hell would we need that?
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L

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Re: Rules, FAQ, and Help
« Reply #38 on: February 12, 2010, 09:12:47 pm »

For server updates I guess.
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Phantom Brave

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Re: Rules, FAQ, and Help
« Reply #39 on: February 12, 2010, 09:18:59 pm »

For server updates I guess.
Most of the weapons have slightly randomized trajectories, some very much so.
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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

Psychopath

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Re: Rules, FAQ, and Help
« Reply #40 on: February 12, 2010, 10:13:15 pm »

For server updates I guess.
Most of the weapons have slightly randomized trajectories, some very much so.
Bullets, flames, bubbles, and syringes have either a randomized speed and/or randomized spread (based on, weapon of course). Taunt bubbles while taunting, intel papers, gib trajectory, smoke effect on rocketjumpers/juggle victims, and so on are cosmetic but still random.
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: :o

Psychopath

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Re: Rules, FAQ, and Help
« Reply #41 on: February 13, 2010, 01:12:17 am »

Code: [Select]
if (global.myself.object == source)
    {    sound_play(CritHitSnd);
        //effect_create_below(ef_explosion, global.myself.object.x, global.myself.object.y,0,c_red);
    }
    else if (global.myself.object == victim)
    {    sound_play(CritHurtSnd);
        //effect_create_below(ef_explosion, global.myself.object.x, global.myself.object.y,0,c_blue);
    }
    else
        playsound(x,y,CritHitSnd);
I am always stuck with the final line being executed instead of the others. source and victim are the id's of characterHit and characterHit.lastDamageDealer from event_user(5) of rocket. Any suggestions?
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: :o

Jiziason

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Re: Rules, FAQ, and Help
« Reply #42 on: February 13, 2010, 07:23:31 am »

Yeah hi again.
I still can't get this reloading working and I'm all out of hair to pull out.
I even tried putting the reloading sprites into the weapon sprites and used offset but it's still not working.
Someone explain how you would make a Soldier play a certain animation when it's out of ammo, and reload at the same time.
I'm using the Rocketlauncher Ammo code, only changed what sort of bullets it shoots. That and there's 99 of them in the magazine.
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Psychopath

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Re: Rules, FAQ, and Help
« Reply #43 on: February 13, 2010, 09:54:18 am »

Yeah hi again.
I still can't get this reloading working and I'm all out of hair to pull out.
I even tried putting the reloading sprites into the weapon sprites and used offset but it's still not working.
Someone explain how you would make a Soldier play a certain animation when it's out of ammo, and reload at the same time.
I'm using the Rocketlauncher Ammo code, only changed what sort of bullets it shoots. That and there's 99 of them in the magazine.
Changing sprite_index means it's going to be a completely different sprite from the weapons sprites themselves.

Step Event
Code: [Select]
if idle && readyToShoot && rocketcount==0  && !alarm[5] {
   if owner.team == TEAM_RED sprite_index = RedReloadS;
   else if owner.team == TEAM_BLUE sprite_index = BlueReloadS;
   image_speed = sprite_index.image_number / newRocketTime;
   alarm[5] = newRocketTime;
}
Be sure to actually do the math for the number of subimages of your reload sprites / newRocketTime.
Now give it a go.
« Last Edit: February 13, 2010, 09:57:11 am by Psychopath »
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Quote from: IRC
(8:01:46 PM) Psychopath: I'm just wondering what the next hot thing to fall on my lap will be
(8:01:57 PM) Lynn1: a girl maybe?
(8:02:01 PM) Psychopath: :o

Jiziason

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Re: Rules, FAQ, and Help
« Reply #44 on: February 14, 2010, 02:52:11 am »

It's just not working for some reason. Whenever the ammo counter hits zero it reloads it and then when you start shooting it tries to play the reload animation every time you fire.
I'm not sure if I screwed it up with the image speed, but shouldn't it play the animation but just with a wrong speed?
Step
Code: [Select]
if idle && readyToShoot && rocketcount==0  && !alarm[5] {
   if owner.team == TEAM_RED sprite_index = PulseReload;
   else if owner.team == TEAM_BLUE sprite_index = PulseReload;
   image_speed = (12/50);
   alarm[5] = newRocketTime;
}
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