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 Double/Half damage (for kill streak)

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Dark Byte

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Posts : 88
Join date : 2010-06-05
Location : USA

PostSubject: Double/Half damage (for kill streak)   Mon Jun 07, 2010 3:10 am

This should last 25~60 seconds (you decide), and the streak count could come before napalm and after arty (again you decide). I have already written the code for it.

-------------------------------------------------------
addhook("hit", "smod_hit")

function smod_hit (id,source,weapon,hpdmg,apdmg)
if ( smod.streak[source] > somenumber ) then
hpdmg = hpdgm*2; apdmg = apdmg*2
end

if ( smod.streak[id] > somenumber ) then
hpdmg = hpdmg/2; apdmg = apdmg/2
end
parse("sethealth "..id.." "..(player(id, "health")-hpdmg))
parse("setarmor "..id.." "..(player(id, "health")-apdmg))
return 1
end
---------------------------------------------------------

Note: Replace somenumber that is by the ifs to the streak number
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Yorty



Posts : 162
Join date : 2010-06-02

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 3:36 am

Dark Byte wrote:
This should last 25~60 seconds (you decide), and the streak count could come before napalm and after arty (again you decide). I have already written the code for it.

-------------------------------------------------------
addhook("hit", "smod_hit")

function smod_hit (id,source,weapon,hpdmg,apdmg)
if ( smod.streak[source] > somenumber ) then
hpdmg = hpdgm*2; apdmg = apdmg*2
end

if ( smod.streak[id] > somenumber ) then
hpdmg = hpdmg/2; apdmg = apdmg/2
end
parse("sethealth "..id.." "..(player(id, "health")-hpdmg))
parse("setarmor "..id.." "..(player(id, "health")-apdmg))
return 1
end
---------------------------------------------------------

Note: Replace somenumber that is by the ifs to the streak number
Making someone uber strong during it? No, bad idea.
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Dark Byte

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Posts : 88
Join date : 2010-06-05
Location : USA

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 6:29 am

I did not mean half damage and double damage it could be a random thing, but for that you would need a new array
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Yorty



Posts : 162
Join date : 2010-06-02

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 9:51 am

Dark Byte wrote:
I did not mean half damage and double damage it could be a random thing, but for that you would need a new array
Adding a game of chance to a mod like this isn't a good idea. Seems like something more suited for superhero mod.
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Killahamsta



Posts : 71
Join date : 2010-05-17

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 10:44 am

opinions are opinions, wait for spy's reply.
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Yorty



Posts : 162
Join date : 2010-06-02

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 10:58 am

Killahamsta wrote:
opinions are opinions, wait for spy's reply.
This isn't a good idea for a "tactical" shooter, and I'm sure many would agree. But yes, it is opinion.
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Spyware
Project Administration Leader(your PAL)
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Posts : 256
Join date : 2010-05-17
Age : 107
Location : Marie Byrd Land, Antarctica

PostSubject: Re: Double/Half damage (for kill streak)   Mon Jun 07, 2010 11:29 am

Coincidentally, we had the "random" damage multiplier idea, where one of those bullets will be an AIDS GIVING one. Then we realized that would make the game a "WHO SEES FIRST" wins.
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