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<py> craters

 
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Smong
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PostPosted: Sun Jun 10, 2007 7:47 am    Post subject: <py> craters Reply to topic Reply with quote

This module places lvz mapobjects where players die. So it can be used to place craters or ship junk to give a realism effect. Lvz sample included.

If you still don't know what I'm on about, think of the game Worms and the tombstones that are left behind when the worms die.
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1.4.3 py lvz

asss-craters.zip - 10.59 KB
File downloaded or viewed 58 time(s)
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Jonus
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PostPosted: Tue Jul 24, 2007 10:41 pm    Post subject: Reply to topic Reply with quote

Hey Smong, nice module icon_smile.gif

I was wondering if its possible to make this module ship specific. If a warbird dies, if would show a specific image for the warbird. Spider dies it would show a specific image for the spider and ect for each ship.

Also, how long does the image stay on the map? Is this time configurable?

Thanks,
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tcsoccerman
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PostPosted: Wed Jul 25, 2007 2:19 pm    Post subject: Reply to topic Reply with quote

it would be very easy. i'll do it if i feel like it sometime.

if(p.ship == SHIP_WARBIRD)
{
drop this crater
}
if(p.ship == SHIP_JAVELIN)
{
drop this crater
}
etc...
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Dr Brain
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PostPosted: Wed Jul 25, 2007 6:40 pm    Post subject: Reply to topic Reply with quote

For the record, it would be much better to put it in an array than an 8 way if statement.
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tcsoccerman
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PostPosted: Wed Jul 25, 2007 7:03 pm    Post subject: Reply to topic Reply with quote

true
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Jonus
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PostPosted: Wed Jul 25, 2007 7:35 pm    Post subject: Reply to topic Reply with quote

Thanks for the replies.
If anybody gets some time it would be appreciated.
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KrynetiX
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PostPosted: Thu Jul 26, 2007 12:48 am    Post subject: Reply to topic Reply with quote

nice
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Smong
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PostPosted: Thu Jul 26, 2007 2:07 pm    Post subject: Reply to topic Reply with quote

In the example the images stay forever until they get recycled (oldest layed cratered gets relaid). But you can edit the ini up to about 7 minutes (lvz limitation).
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