| Double/Half damage (for kill streak) | |
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Dark Byte
Posts : 88 Join date : 2010-06-05 Location : USA
| Subject: 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
| Subject: 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
Posts : 88 Join date : 2010-06-05 Location : USA
| Subject: 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
| Subject: 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
| Subject: 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
| Subject: 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)
Posts : 256 Join date : 2010-05-17 Age : 113 Location : Marie Byrd Land, Antarctica
| Subject: 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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| Subject: Re: Double/Half damage (for kill streak) | |
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| Double/Half damage (for kill streak) | |
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