And like I said in the topic, IF YOU HAVE A MODDING QUESTION, POST IT HERE! Or an answer to a question in this topic..
New topic, got a question 'bout modding, post it!
Moderator: Moderators
New topic, got a question 'bout modding, post it!
I got a question, is it possible to make a unit wait 3 mins for its death explosion? Ex - Death Stinger dies, in the actual show, a zoid would explode after a while if left alone, if attacked it may explode faster... A zoid core explosion is equivalent to a nuke, and its gunna be big, so they need some time to get the hell away, or their ignorance shall pwn themselves!
And like I said in the topic, IF YOU HAVE A MODDING QUESTION, POST IT HERE! Or an answer to a question in this topic..
And like I said in the topic, IF YOU HAVE A MODDING QUESTION, POST IT HERE! Or an answer to a question in this topic..
The short version is, "yes".
The long version is, "Yes, but you need to Call-Script X()" where X is the name of your fancy death animation, and then when the script returns, the unit is now completely dead.
Can you do things like have it shoot randomly while it dies? No. It's already dead when the script is running. Nor will it move. But you can make it slowly twitch, lose random parts... or whatever... while it's dying, yes... definately.
The long version is, "Yes, but you need to Call-Script X()" where X is the name of your fancy death animation, and then when the script returns, the unit is now completely dead.
Can you do things like have it shoot randomly while it dies? No. It's already dead when the script is running. Nor will it move. But you can make it slowly twitch, lose random parts... or whatever... while it's dying, yes... definately.
No, the ExplodeAs explosion is triggered the moment the unit hits zero HP. The Killed() function can take its time and wait a bit until returning which keeps the unit on the field until Killed() returns. The unit won't do anything in that state except play animations (its HP bar turns blue so I suppose it's stunned) but other units won't notice it's dead and keep firing at it until it disappears.
Argh: There's no need for a separate funtion there, you can just write all of that into your Killed() function.
Argh: There's no need for a separate funtion there, you can just write all of that into your Killed() function.
Well, the LRPC one is called by Show/Hide Piece in the COB. Hopefully that's going bye-bye soon. The type of "flash" and smoke is determined by Default damage, just like a whole bunch of other things (grrrrr).
And then in NanoBlobs I have some faking-it things I did, which you can go see for yourself
And then in NanoBlobs I have some faking-it things I did, which you can go see for yourself
Is there a get HP function yet?
You could set it to get the HP, and if the HP falls below a certain threshold, it begins its slow death sequence and has its maxspeed set to 0, ending in setting the HP to 0, killing it. It would remain a unit all that time and could do anything a unit can do, like for instance firing randomly.
You could set it to get the HP, and if the HP falls below a certain threshold, it begins its slow death sequence and has its maxspeed set to 0, ending in setting the HP to 0, killing it. It would remain a unit all that time and could do anything a unit can do, like for instance firing randomly.
Quoting myself, I will ask a new question, is it possible ( I don't care how hard the script will be) to make it have a timer of 3 mins, and everytime it is shot it depletes a second?Snipawolf wrote:YESSS! I will also have random twitches
Then, anybody ignorant enough not to know why it stays there for like 3 mins will soon find out
Edit: Also, where the hell do I put my side pics (16x16 or something like that)
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Ahhh, I got an idea then...
Hp drops to about 10 percent or so and it becomes immobile, weapons hardly work and have terrible accuracy, and its armor class would change (hopefully) and allow it to take like .3 damage from a bunch of stuff, and anyone stupid enough to try to destroy it from there... Is just stupid
This way, a script won't make it die, somebodies stupidity (or intelligence perhaps, depending oh hows its used...) could make it into a deadly mine...
But, if you don't destroy it... It has a regen, once it gets back up to 30 percent or so, well, you know what happens
Hp drops to about 10 percent or so and it becomes immobile, weapons hardly work and have terrible accuracy, and its armor class would change (hopefully) and allow it to take like .3 damage from a bunch of stuff, and anyone stupid enough to try to destroy it from there... Is just stupid
This way, a script won't make it die, somebodies stupidity (or intelligence perhaps, depending oh hows its used...) could make it into a deadly mine...
But, if you don't destroy it... It has a regen, once it gets back up to 30 percent or so, well, you know what happens
