| 06-20-2003, 01:44 PM | #1 |
i am making this map where u r on a mission and u get this boat and it has chainguns... how do i make it so it has clips like in "night of the dead1.1" like the gold would be the ammo on the round and wood would be clips anyone know how to do that plz tell me8) |
| 06-20-2003, 05:02 PM | #2 |
I've never played any such kind of map... And I don't know what the event would be... But, I'll do the event I think is right for the attack, anyone else has any suggestions, correct me. E: A unit is attacked C: Attacking unit = YourMachinegunThingyWhoAttacks(Unit) A: Set AmmoCount = AmmoCount - 1 If AmmoCount = 0 do Set ClipCount -1 else do nothing If AmmoCount = 0 do Set AmmoCount = AmmoValvue Okay, AmmoValvue is the number of ammo per clip your unit has. AmmoCount is the number of the current Ammo your unit has. ClipCount is the current clips your unit has. What do you want to happen when you need to reload? Auto reload with time or you need to do something?? What will happen when you are out of Clip/Ammo?? AmmoCount is an integer variable with describes the ammo count your unit has, set the initial valvue to whatever ammo-per-clip you want. ClipCount is also an integer variable, set it to whatever number of clips you want to initialy have. Regards Dead-Inside It's not complete, you need triggers that do something when you run out of ammo, and when you need a new clip... |
| 06-20-2003, 06:37 PM | #3 |
ok thx. when the boat runs out of the current clip i want it to wait 5 sec b4 it reloads. and for the ammocount do i need to make it a variable? |
| 06-20-2003, 06:38 PM | #4 |
opps forget the variable part wasnt reading carfully |
| 06-20-2003, 06:44 PM | #5 |
oh and ya i want the gold to be the ammo and the wood to be the clips |
| 06-20-2003, 07:13 PM | #6 |
Yes I know, I'll make you the complete trigger. I just need to know what you want to happen when you have NO clips and NO ammo left, in other words out of shots to fire? Regards Dead-Inside |
| 06-20-2003, 08:56 PM | #7 |
ok thx alot man. anywayz i want when ship runs out of clips he cant attack anymore hes usless all he can do is just roam around. thats then where il add boxes when u run over a box u get 1 clip of ammo |
| 06-21-2003, 07:57 AM | #8 |
E: A unit is attacked C: Attacking unit = YourMachinegunThingyWhoAttacks(Unit) A: Set AmmoCount = AmmoCount - 1 Set PlayerX Gold = AmmoCount If AmmoCount = 0 do Run (trigger 2) checking conditions else do nothing Trigger 2: A: Remove YourMachinegunThingyWhoAttacks(Unit) from the game Create DummyMachinegunThingyWhoAttacks(Unit) for player X at (Last Removed unit) using default buidling facing If ClipCount = 0 do Display Text Message: You are out of ammo! else do nothing If ClipCount = 0 do skip remaning actions else do nothing Select (Last created unit) Wait for 5.00 seconds Set AmmoCount = AmmoValvue (Your initial AmmoCount valvue, shots per clip) Set PlayerX Gold = AmmoCount Set ClipCount = ClipCount -1 Set PlayerX Wood = ClipCount Remove DummyMachinegunThingyWhoAttacks(Unit) from the game Create YourMachinegunThingyWhoAttacks(Unit) for player X at (Last Removed unit) using default buidling facing Select (Last created unit) Now... We need a "Clip Box Powerup" You need to create a unit for this... There may be a unit-type for the box, "A Unit-Type ClipBoxPowerup" E: ClipBoxPowerup(Unit) comes in XXX range of YourBoat(Unit) A: Remove (Unit in range of YourBoat(Unit)) from the game Set ClipCount = ClipCount +1 Set PlayerX Wood = ClipCount Set PlayerX Gold = AmmoCount If AmmoCount = 0 do run (Trigger 2) else do nothing Sooo... The DummyMachinegunThingyWhoAttacks doesn't actually attack. It's the exact same unit but it doesn't have an attack. Anything not clear? Side Thought, do you need to spawn ClipBoxPowerups or are they pre-placed? (In the editor) Regards Dead-Inside |
| 06-21-2003, 05:32 PM | #9 |
hey thx alot il try those triggers but for some reason i cant get them right will u make me a map with them in it? il tell u if i can work the triggers or not... |
| 06-21-2003, 05:45 PM | #10 |
ummm...some of the triggers dont really make sense...well they do but i need u to specify it like A:unit gruop like that. |
| 06-21-2003, 07:39 PM | #11 |
okay, I'll make it for you. Just as an example... |
| 06-21-2003, 08:17 PM | #12 |
Okay.. now... I didn't do the "Unit comes within X range of unit X" becuase I am unsure of the correct way to do it. Please ask someone else for that event. Everything else should work... add some units and test it for me. Regards Dead-Inside |
| 06-21-2003, 08:44 PM | #13 |
everything works great but am not sure the clips work il try to see if i can make em work |
| 06-22-2003, 06:28 AM | #14 |
Oh, rofl... I think I forgot to set the ClipCounts initial valvue. It should be something like 3, it's initial valvue. |
| 06-22-2003, 06:37 AM | #15 |
Sooo... I fixed the initial valvue. This time you can notice the wood is at 3 in the beginning. It works excellent. You just need to get the boxes up and running. There are 2 bugs I fixed.. One is a "reloading" message and the other is a selection thingy... Regards Dead-Inside |
