Bomberman Event Help - Alias - 04-28-2012 01:07 AM
Hello everyone, i am trying to make bomberman event, but i have problem, what i would like to ask you to help me to solut it ... So the problem is how to make a stone wall, when it get fire column effect it remove , sorry for bad english here is a screenshot
Here is what i was trying to make but i didnt work , only when player step on , i could find the real trigger ...
[ITEMDEF i_bomberman_box]
ID=i_carpet_rostrum
Name=Bomberman
TYPE=T_NORMAL
ON=@Create
color=0
ATTR=0010
ON=@STEP
REMOVE
RE: Bomberman Event Help - Shaklaban - 04-28-2012 02:37 AM
when you give position to the fire column you can remove the boxes like:
Code:
serv.newitem i_fire_effect //or whatever you use
new.p=<position of effect>
new.removeboxes
[function removeboxes]
foritems 0
if <baseid> = i_bomberman_box
remove
endif
endfor
RE: Bomberman Event Help - Alias - 04-28-2012 02:41 AM
oh ty, 1 more thing maybe you know how to make when flames wont keep going if the box is in the front ?
Like it removes but another for example 2 flames wont keep going ? Like in screen after box wont go
RE: Bomberman Event Help - RanXerox - 04-28-2012 05:25 AM
Mad bomber...
Code:
// Kamakazi script created by Frogfusious AkA Lord Aerieth of UO:ROX Shard
// This script is freeware, but please keep this tag up here. thanks
[CHARDEF c_bomberman]
ID=c_man
NAME=#NAMES_HUMANMALE the bomber
ICON=i_pet_man
CAN=MT_EQUIP|MT_WALK|MT_RUN|MT_USEHANDS
FOODTYPE=26 t_meat_raw
BLOODCOLOR=0
CATEGORY=Monsters
SUBSECTION=Insane
DESCRIPTION=Kamakazi
ON=@Create
NPC=brain_beserk
TITLE=the mad bomber
COLOR=0481
STR={50 110}
DEX=9999
INT={10 40}
FAME={1000 1499}
KARMA={-1000 -1499}
ON=@NPCRestock
ITEMNEWBIE=0a22
ITEM=i_pants_short
COLOR=01
ITEM=i_sash
COLOR=01
ITEM=i_shoes_plain
COLOR=01
ITEM=i_reag_sulfur_ash,{5 20}
ITEM=i_bottle_purple
ITEM=i_bottle_purple
ON=@GetHit
SOUND=snd_SPELL_EXPLOSION
SRC.NEWITEM i_cufx_01
NEW.P=<SRC.P>
SRC.DAMAGE={70 95} <DEF.dam_fire>
SRC.NEWITEM i_flesh_head
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_torso
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_right_arm
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_left_arm
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_left_leg
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_right_leg
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
HITS=0
ON=@Hit
SOUND=snd_SPELL_EXPLOSION
SRC.NEWITEM i_cufx_01
NEW.P=<SRC.P>
SRC.DAMAGE={40 65} <DEF.dam_fire>
SRC.NEWITEM i_flesh_head
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_torso
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_right_arm
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_left_arm
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_left_leg
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_flesh_right_leg
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
SRC.NEWITEM i_blood
NEW.P=<EVAL <SRC.P.X>+RAND(4)+(-2)> <EVAL <SRC.P.Y>+RAND(4)+(-2)> <SRC.P.Z>
NEW.ATTR=attr_move_never|attr_decay
NEW.TIMER <EVAL RAND(60)+60>
HITS=0
ON=@NPCSeeNewPlayer
ATTACK
ON=@Death
SRC.BODY=c_elemental_acid
// Create death explosion to damage those nearby.
SERV.NEWITEM=i_fx_explode
NEW.TYPE=t_explosion
NEW.ATTR=attr_move_never | attr_decay
NEW.LINK=<UID>
NEW.MOREX=10 // damage
NEW.MOREY= (dam_general|dam_fire)
NEW.MOREZ=2 // Dist
NEW.P=<P> // under body
NEW.TIMER=1 // immediate decay
[ITEMDEF i_cufx_01]
ID=i_fx_explode
NAME=explosion
TYPE=t_normal
WEIGHT=255
ON=@Create
ATTR=attr_decay
TIMER=2
ON=@Timer
REMOVE
RETURN 1
RE: Bomberman Event Help - Alias - 04-28-2012 05:35 AM
RanXerox sorry that's isnt what i am trying to make here is an video how it looks. http://www.youtube.com/watch?v=1yRjYm2VcpE
But i can't get how to make when flames wont keep going on if the normal wall is in the front of the flame
RE: Bomberman Event Help - Q23A - 04-28-2012 07:28 AM
Bomberman is an old idea. Maybe someone can share this scp? I need it to
Thanks
http://www.youtube.com/watch?v=qW_OiRIcXoY - AWESOME
RE: Bomberman Event Help - Alias - 04-30-2012 05:12 PM
could some1 please help me with my problem in my last post?
RE: Bomberman Event Help - Q23A - 04-30-2012 05:48 PM
Can someone share scp?
RE: Bomberman Event Help - Khaos - 05-01-2012 11:19 AM
It is easy to code it ^^. I would suggest not allowing that many players as the vid shows. 8 tops. I am a bomberman addict on all of my consoles. I play it quite often on ps3. You guys can code this stuff easy. It doesn't take much to do it. I promise you can do it with rational thinking and doing one step at a time .
RE: Bomberman Event Help - Alias - 05-01-2012 05:12 PM
(05-01-2012 11:19 AM)khaos Wrote: It is easy to code it ^^. I would suggest not allowing that many players as the vid shows. 8 tops. I am a bomberman addict on all of my consoles. I play it quite often on ps3. You guys can code this stuff easy. It doesn't take much to do it. I promise you can do it with rational thinking and doing one step at a time .
I believe it is esay but i can't get how to stop flames going throw the walls ...
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