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Forum » mines ( hope it hasnt already been done ) =S

mines ( hope it hasnt already been done ) =S

Artur 9 years ago
Well my idea is to make mines by haveing a wepon that the bullets dont move so when somthing walks into the bullets its just like geting hit

i used a throw wepon

well here's my go at it, didnt quite work out

In items.dat

Mine;//name---------------------------------------
210;//identifier
0;//item class
0.050000;//weight
A mine;//short description
These will come in use!;//first pick up text
0.550000;//size on map
0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner
20;//particle to shown on radar
1;//visible in inventory 0=no (can only be used via quick keys), 1=yes
mine.png;//texture name
-1;//wielded script,-1=nothing, only applicable for wieldable items
-1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded
1;//show help text for conditions
begin_wield_slots;
0;//wield slot number
end_wield_slots;
begin_effects_block;
yo put the mine in your hand;//event text
none;//event failure text
use.wav;//sound, none for nothing
0;//vanishes after event, 0=no, 1=yes
U;//use key
z;//quick key
begin_conditions;
end_conditions;
begin_effects;
9;//effect number
83.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_effects;
end_effects_block;
begin_combinations;
end_combinations;


In wepons.dat


Mine;//name---------------------------------------
83;//identifier
11;//class
mine.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
1.000001;//bullet size
0.000001;//spread
0.000000;//bullet speed
9999.000000;//time until bullet disappears
100;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
-1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
-1;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.900000;//push target back
0.000000;//push shooter back
mine_blip.aif;//fire sound
explosion.wav;//hit sound
0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
0;//condition
210.000000;//condition parameter0
1.000000;//condition parameter1
end_wield_conditions;
begin_fire_effects;
16;//effect number
83.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-500.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
1;//effect number
800.000000;//parameter1
-1.000000;//parameter2
0.000000;//parameter3
1.000000;//parameter4
end_hit_effects;


anyone give me some tips plz?
#
Nocture17 9 years ago
Mines are something I've considered, and the best idea I came up with would be making them something like a turret, or a barrier. As a weapon, have the effect be "drop creature" and drop a Mine. The mine will do absolutely nothing wait until something moves within X of it (possibly done by an invisible tracer weapon), and then it will die, and on death launch a powerful explosion weapon.
To make it function as a hidden mine, simply make it on a side that all other sides are friendly towards, and they will then happily ignore it until it asplodes.

Antiplayer mines would function in roughly the same way, except not be friends, just hard to see. The player could then potentially shoot them to remove them as a threat.


Well, hopefully I've given you some ideas to try, good luck with your mines.
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Pete 9 years ago
Antipalyer mines can be done in a much simpler way, just a harmful plot object.
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Anarion 9 years ago
But a harmful plot object would remain there even after you've stepped on it wouldn't it?
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Pete 9 years ago
Nope! You just have to set the dissapear after used parameter right.
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MageKing17 9 years ago
Wazzal II has mines. I'm not sure if they work correctly, though.
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Anarion 9 years ago
Has? I thought you'd dropped that mod.
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MageKing17 9 years ago
"Anarion" said:
Has? I thought you'd dropped that mod.
I did. It still has them.
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Artur 9 years ago
so using a wepon base isnt the way to go....

il try plot objects and turret maybe
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Pete 9 years ago
"Artur" said:
so using a wepon base isnt the way to go....

il try plot objects and turret maybe

It is a way to go. It will just take longer.
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FREAK 9 years ago
Yeah. Try making it like a turret accept you wont see the turret! All you see is the turrets projectile! Try and have it so that when you drop the turret, it starts out in sprinkler mode. I'm not sure that you can do that though. This would be the projectile the invisible turret would fire...

weapon name-mine
weapon class-18 (the number of its class. make a mine class)
weapon fire sound-place mine
ai hear volume-0
projectile-mine
projectile speed-0
spread-0
bullet size-1
fire rate-1000000000000000000000000000000000000 (so it doesn't keep dropping them over and over again)
push shooter back-0
push target back-2
time until bullet disappears-9999
hit effect sound-mine explosion
hit visual effect-mine explode
damage- -542

So you need to...

-find or make a mine graphic
-find or make a mine explosion
-find or make a drop sound
-find or make a mine explosion sound
-create the code
-test it
-finish it

Note 1-The only possible problem with this is the fire rate. I'm not sure if it will drop the mine immediately

Note 2-This is my first post so I hope I didn't violate some forum rule or something. Lol.
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Anonymous1157 9 years ago
[OT] Wow. For a newbie, you got some skillz. [/OT]
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FREAK 9 years ago
Thanx I guess.
Lol.
Actually I'm no newbie.
I've been modding for a while but I never made a mod myself.
Just edited alot of data files.
I wonder if I should make one...
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Arawak 9 years ago
The only problem that I see that I don't think anyone noticed is that you might need a delay to attack less the player blows himself up.

or make it a turret. (stole your idea ha!!! I got a patent/jk)
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Pete 9 years ago
"Arawak" said:
The only problem that I see that I don't think anyone noticed is that you might need a delay to attack less the player blows himself up.

or make it a turret. (stole your idea ha!!! I got a patent/jk)

Hello? Last post is two months old, nobody is using this anyway, so why bump?
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Grim Reaper 9 years ago
"Pete" said:
"Arawak" said:
The only problem that I see that I don't think anyone noticed is that you might need a delay to attack less the player blows himself up.

or make it a turret. (stole your idea ha!!! I got a patent/jk)

Hello? Last post is two months old, nobody is using this anyway, so why bump?
Actually, it's ALMOST two months old. Nevertheless, 'tis still within the "legal" limit of three months.
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Pete 9 years ago
The question of 'why bump' still stands though.
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Anonymous1157 9 years ago
It was a simple idea, but a simple-minded person tried to do it. As you now know, it was never completed. There really was no reason to bump this.

If I were Idiota, I'd delete the bumping argument posts.
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