by cypherphage » Sun Sep 16, 2012 4:16 am
I could definately get behind such things...
Or, if actors had some sort of state (0 duration?) that they jumped to (without interrupting their current state) each time they were hit, these things would be could be done on a mod by mod basis assuming a few extra decorate expressions were added to check such things as lastDamageRype, lastDamageAmount, etc.
Or, maybe you could use a custom inventory hack? Whenever a player/monster would get hit, you have the puff/a_radiusgive give them X damage items plus a custominventory that could run all the required computation/needed scripts. Wow, now that I think about that, I really need to find time to try this.
I could definately get behind such things...
Or, if actors had some sort of state (0 duration?) that they jumped to (without interrupting their current state) each time they were hit, these things would be could be done on a mod by mod basis assuming a few extra decorate expressions were added to check such things as lastDamageRype, lastDamageAmount, etc.
Or, maybe you could use a custom inventory hack? Whenever a player/monster would get hit, you have the puff/a_radiusgive give them X damage items plus a custominventory that could run all the required computation/needed scripts. Wow, now that I think about that, I really need to find time to try this.