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Tiberium damage
#1
So I looked at the code needed to make this work... It's a piece of cake to implement. Let's discuss what is needed for this.

Code:
[Riparius]
Damage.Warhead = ToxicWH
Damage.Amount = 100
Damage.Frequency = 30
would stand for "every 30 frames everything standing in Riparius gets damaged by 100 points of damage using a ToxicWH warhead.". Copy and paste into other tiberium types, tweak the warhead stuff as needed.

As for visceroids, it is quite trivial to spawn them, as long as there is a method to set certain things as unmutatable, like NotHuman= does for infdeaths (InfDeaths need their own topic, someone feel free to start one). I'm thinking Mutates=y/n or reusing NotHuman, thoughts?

Worth playing: 1 | 2 | 3
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Messages In This Thread
Tiberium damage - by DCoder - 24.11.2008, 07:29:46
RE: Tiberium damage - by gordon-creAtive - 24.11.2008, 13:43:35
RE: Tiberium damage - by MRMIdAS - 24.11.2008, 19:01:17
RE: Tiberium damage - by Renegade - 24.11.2008, 23:49:20
RE: Tiberium damage - by DCoder - 25.11.2008, 07:58:57
RE: Tiberium damage - by gordon-creAtive - 25.11.2008, 15:16:44
RE: Tiberium damage - by Guest - 21.02.2009, 22:07:52
RE: Tiberium damage - by Black Shadow 750 - 19.07.2010, 22:10:28
RE: Tiberium damage - by Blade - 20.07.2010, 00:10:33
RE: Tiberium damage - by DCoder - 20.07.2010, 06:47:20
RE: Tiberium damage - by Black Shadow 750 - 20.07.2010, 14:17:57



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