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Mod Question Repository... Questions come in, answers go out
1. Is it possible to have a metal extractor be able to make its own metal and extract it, but only work if its on a metal patch?
(By the way, if anyone has any questions, put them here.)
(By the way, if anyone has any questions, put them here.)
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Could I disable the ability to manually turn it on? What I am looking for is an extractor, that also produces bonus metal, but only can be turned on if its extracting..
Maybe I can script it or something, but I don't want people building mexes just for the free metal
(PS: I am forcefully taking over spring maps, I am hardly going to use the extractor for the metal, I am going to just make it make metal... But I need it to have to be made on a metal patch)
If any of that got through to you, thanks for your help..
Maybe I can script it or something, but I don't want people building mexes just for the free metal
(PS: I am forcefully taking over spring maps, I am hardly going to use the extractor for the metal, I am going to just make it make metal... But I need it to have to be made on a metal patch)
If any of that got through to you, thanks for your help..
I have a different idea. You could use a huge extraction radius (visually) and then check inside of that radius by script if there's another extractor. If there is none, then the building activates and produces resources. It's independent from mex spots though and probably doesn't work quite out on smaller maps.
Snipawolf wrote:Another one, and I am going to favorite this topic, I don't wanna lose it..
Q: I forgot how, but could someone supply me with a random burst script from 10-20 bullets?
Code: Select all
#define MAX_ROUNDS 2
#define RAND_AMMO rand(10,20)
#define TIME_BETWEEN_ROUNDS rand(100,500)
#define RELOAD_TIME 5000
#define SHOW_RELOAD_SYMBOL show reload_symbol;
#define HIDE_RELOAD_SYMBOL hide reload_symbol;
static-var ammo, rounds;
ammo = RAND_AMMO;
rounds = MAX_ROUNDS;
AimWeaponX()
{
signal SIG_AIM_X;
set-signal-mask SIG_AIM_X;
if (!ammo OR !rounds) return FALSE;
...
}
FireWeaponX()
{
if (ammo) --ammo;
else
{
if (rounds) --rounds;
else
{
SHOW_RELOAD_SYMBOL
sleep RELOAD_TIME;
HIDE_RELOAD_SYMBOL
rounds = MAX_ROUNDS;
}
sleep TIME_BETWEEN_ROUNDS;
ammo = RAND_AMMO;
}
}
edit: Duh goddamn spammers
Last edited by rattle on 15 Oct 2006, 05:19, edited 5 times in total.