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ID:274217
Sep 30 2001, 11:37 am
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what can i create that is needed any of these??? I want to show Nadrew i am not an idiot(atleast not anymore:))
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In response to Vortezz
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Vortezz wrote:
Air _King wrote: Me either. |
In response to Nadrew
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I think a shopkeeper one would be good.
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In response to Air _King
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Air _King wrote:
I think a shopkeeper one would be good. Those have been done ( 2 at that ) and its simple. |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: Ok then give me a suggestion |
In response to Air _King
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Air _King wrote:
Nadrew wrote: Anything I can think of is too far out of yout league. |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: At least tell me!!!! |
In response to Air _King
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Air _King wrote:
Nadrew wrote: I am gonna tell you something I am working on,its a weapon modification system where you put a silencer on a gun and it fires slient and without a shot sounds for all in view and you can put a scope on a rifle for more range,and attach a gernade launcher to the rifle for max damage. |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: sounds simple |
In response to Air _King
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Air _King wrote:
Nadrew wrote: Actually no it will have many causes and effects that your simple brain can't comprehend. |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: At least tell me!!!! How would you know?????? BTW if you so smart then why wont this display the icon??? obj/gun/verb/fire() missile(/obj/fire , usr, dir) obj/fire icon ='gunfire.dmi' icon_state="end" is it displaying it really fast and if so how would i go about slowing it? |
In response to Air _King
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Air _King wrote:
Nadrew wrote: Actually no it will have many causes and effects that your simple brain can't comprehend. Well for one missile proc doesn't work with dir to make it go in a dir make a new obj/fire and use the walk proc like this: walk(/obj/Fire,usr.dir,0) |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: ok so obj/gun/verb/fire() missile(/obj/fire , usr, dir) obj/fire icon ='gunfire.dmi' icon_state="end" walk(/obj/Fire,usr.dir,0) |
In response to Air _King
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Air _King wrote:
Nadrew wrote:
ummm no,I will take about 50 lines of code to do what you want. ok so No You won't use the missile proc anytime in doing it just a tip. |
In response to Nadrew
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Nadrew wrote:
Air _King wrote: Alright what about this: mob/Click(mob/M as mob in oview()) src.Health-=damage if(equiped==pistole) M.overlays+='fire.dmi' sleep(10) M.overlays-='fire.dmi' how would i make it not be able to attack yourself ALSO it wont display an image of fire |
In response to Nadrew
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Ummm, actually, no offense, but it is actually simple. All you would need to know is how to use variables and the basic stuff.
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In response to Geo
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Absolutely so. I used sights, and silencers, in my game... with many, many effects. It took about 20 minutes to add. Also, it would not be good for a lib -- Most people who make gun-type games have very specialized gun systems of all types. Please don't try to flame each other.
I would like a demo to show me how to do a meter, to tell you the truth. How about that, Air_King? |
In response to Lord of Water
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Lord of Water wrote:
I would like a demo to show me how to do a meter, to tell you the truth. How about that, Air_King? There already is. |
Here's a newsflash: Nadrew spends most of his time trying to convince others he's not an idiot, either. Once you've made an impression on someone, it takes time and patience (patience being defined as "not attempting any grand and sweeping gestures to prove anything once and for all") to change that impression. By making a big deal out of this, you only reinforce the initial impression.
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Do whatever you want. I really don't care.