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Unreal Ed Script


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- Postby ~][FGS][Nobody~ » 21 Feb 2009, 00:52


But it's a BOMB, it goes in all directions. :S


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- Postby SPAZ ROFELZ » 21 Feb 2009, 01:38


~][FGS][Nobody~ wrote:Well, the first version of the Neutron Bomb was bigger and lasted longer.
However, for gameplay it was too big. :o


I remember that bomb, that was winner of the dinner.

Make weapons like bowens ones. His vortex grenade and gravity shells were awesome.


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- Postby Skilgannon » 21 Feb 2009, 05:05


~][FGS][Nobody~ wrote:But it's a BOMB, it goes in all directions. :S


You never heard of a shaped charge? Used for breaching doors and making accurately sized holes in walls.........


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- Postby SPAZ ROFELZ » 21 Feb 2009, 12:50


Did you just attempt to challenge a former [A]'s knowledge of Unreal Script?


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- Postby Skilgannon » 21 Feb 2009, 14:47


Noo, I just asked if he'd heard of shaped charges... :?


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- Postby Kilian » 23 Feb 2009, 18:53


Nobody were i can download your Shrapnel Bomb ? :-)


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- Postby Kilian » 26 Feb 2009, 16:13




~[FGS]SaSQuATcH~


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- Postby ~[FGS]SaSQuATcH~ » 26 Feb 2009, 18:11


Offtopic but: I don't mind German when someone's asking for help :)


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- Postby Kilian » 24 Mar 2009, 15:36


I have found the code for the bomb.


Here is:

var projectilegenerator gen;
#exec OBJ LOAD FILE=Effects

var float mpBlastRadius;
var float mpProxRadius;
var float mpLAMDamage;
var float mpFuselength;

simulated function Tick(float deltaTime)
{
local float blinkRate;

Super.Tick(deltaTime);

if (bDisabled)
{
Skin = Texture'BlackMaskTex';
return;
}

// flash faster as the time expires
if (fuseLength - time <= 0.75)
blinkRate = 0.1;
else if (fuseLength - time <= fuseLength * 0.5)
blinkRate = 0.3;
else
blinkRate = 0.5;

if ((Level.NetMode == NM_Standalone) || (Role < ROLE_Authority) || (Level.NetMode == NM_ListenServer))
{
if (Abs((fuseLength - time)) % blinkRate > blinkRate * 0.5)
Skin = Texture'BlackMaskTex';
else
Skin = Texture'LAM3rdTex1';
}
}

simulated function PreBeginPlay()
{
Super.PreBeginPlay();

if ( Level.NetMode != NM_Standalone )
{
blastRadius=mpBlastRadius;
proxRadius=mpProxRadius;
Damage=mpLAMDamage;
fuseLength=mpFuselength;
bIgnoresNanoDefense=True;
}
}

simulated function DrawExplosionEffects(vector HitLocation, vector HitNormal)
{

gen = Spawn(class'ProjectileGenerator',,, HitLocation, Rotator(HitNormal));
if (gen != None)
{
gen.checkTime = 0.05;
gen.frequency = 2;
gen.ejectSpeed = 4096.0;
gen.bRandomEject = True;
gen.ProjectileClass = class'DeusEx.DartPoison';
gen.LifeSpan = 1;
}
}


Last edited by Kilian on 01 Oct 2009, 11:49, edited 1 time in total.
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- Postby Skilgannon » 24 Mar 2009, 15:39


Uh, I'm not sure you should go posting code up like that mate. Some people might decide to steal it........ :?


* Since when were you the one in control?
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- Postby Kilian » 24 Mar 2009, 15:44


I don't know were i have found this code. :?


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- Postby Skilgannon » 24 Mar 2009, 15:47


:?: Wuh......?


* Since when were you the one in control?
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- Postby ~DJ~ » 24 Mar 2009, 15:51


Uh, if it was unprotected, i won't mind, but its up to Nobody to decide.. o_O


And from my opinion, this code wont do anything, that Nobody's bomb does.. o_O


That Resident Evil Mod
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- Postby ~][FGS][Nobody~ » 24 Mar 2009, 16:27


That code looks like the common explosion delay code for the DeusEx LAM. Nothing special or secret. :)


Nobody is perfect...
-----------------------
ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.

Magus wrote:Maybe one day I will understand your arcane rituals of voting :)

chin.democ. wrote:You can use light bulbs that emit light, and when shot, do not.

synthetic wrote:and while every person is interesting in their own unique ways, there is some degree of uniqueness that a doctor can help with.

~ô¿ô~][FGS][Nobody~ said: THERE IS NO SPOON!
~¤¥ÐJ¥¤~ said: THERE IS NO CAKE!
Kilian
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- Postby Kilian » 24 Mar 2009, 17:03


I know but this is the shrapnel bomb, he shoot poison darts :D




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