Spoiler:Code: Select all
str Slot2Weaps[17]= {"UiP","PN-SMGs", "Dreischuss-SMG", "AKIMBOMAG7", "PROFIPISTOLE", "MP5", "M4", "ROTHAMMERMG", "MAC13", "PUSSY-MG", "HARTE-MG", "LANGWEILIGE_MG", "AUTOMG", "HEAVYKNARRE", "Tommygun", "Murikarifle", "Foads" }; str Slot3Weaps[13]= {"DUKESCHE-SCHROT", "DUKESCHE-SCHROT-SAWEDOFF", "Action-SG", "ONE-SHOT-SCHROT", "OldNewDoubleBarrel", "Elefantenflinte", "Bissmarck", "Uraltschrot", "Anti-Panzer-Schrot", "ROTHAMMER-XX88-SCHROT", "Modschrot"}; str Slot5Weaps[9]= {"Nagelshotty", "Speerwerfer", "FUTURISTISCHE-NAGELKANONE", "DICKE_NAGELKNARRE", "NAGELMG", "OELSCHLEUDER", "RAZOR-ZEN-MP", "RASIERKLINGENPISTOLE", "Rivetpistole"}; str Slot6Weaps[8]= {"Mikrogranatwerfer9000","KirraCanon","DEVESTATOR-1000Z","Brandgranatenwerfer","Zerstoerer","CYBERBALLKANONE","MM88-GRANAT","MINIRAKETENWERFER"}; str Slot6FWeaps[6] = {"Feuerschleuder","KOMETKANONE","Necrovision-Flammenwerfer","Teufelswerfer","CACOKANONE","FlameCannon"}; str Slot8Weaps[12] = {"RG40","STYRIAPLASMA","AKIMBOPLASMA","KOMBOKANONE","Eiskanone","IONENSPRAYER","TESLAKANONE","DEUTSCHER-LASER","Railmp","Raygun","LASERMINIGUN","BLITZWERFER"}; str Slot2Items[17] = {"UziUP","PN-SMGsUP", "Dreischuss-SMGUP", "HacxUP", "PROFIPISTOLEUP", "MP5UP", "M4UP", "ROTHAMMERMGUP", "MAC13UP", "PussyUP", "HartUp", "LangweiligUP", "AutoMGUp", "HEAVYKNARREUP", "TommygunUp", "MurikarifleUp", "FoadUp" }; str Slot3Items[13] = {"DUKESCHE-SCHROTUP", "DUKESCHE-SCHROT-SAWEDOFFUP", "Action-SGUP", "ONE-SHOT-SCHROTUP", "OldNewDoubleBarrelUP", "ElefantenflinteUP", "BissmarckUP", "UraltschrotUP", "Anti-Panzer-SchrotUP", "ROTHAMMER-XX88-SCHROTUP", "ModschrotUP"}; str Slot5Items[9] = {"NagelshottyUp", "SpeerwerferUp", "FUTURISTISCHE-NAGELKANONEUp", "DICKE_NAGELKNARREUp", "NAGELMGUp", "OELSCHLEUDERup", "RAZOR-ZEN-MPup", "RASIERKLINGENPISTOLEup", "Rivetpistoleup"}; str Slot6Items[8] = {"Mikrogranatwerfer9000Up","KirraCanonup","DEVESTATOR-1000Zup","Brandgranatenwerferup","Zerstoererup","CYBERBALLKANONEup","MM88-GRANATup","MINIRAKETENWERFERup"}; str Slot6FItems[6] = {"Feuerschleuderup","KOMETKANONEup","Necrovision-Flammenwerferup","Teufelswerferup","CACOKANONEup","FlameCannonup"}; str Slot8Items[12] = {"RG40up","STYRIAPLASMAup","AKIMBOPLASMAup","KOMBOKANONEup","Eiskanoneup","IONENSPRAYERup","TESLAKANONEup","DEUTSCHER-LASERup","Railmpup","Raygunup","LASERMINIGUNup","BLITZWERFERup"}; int SchleifenCounter = 1; int CounterS2 = 17; int CounterS3 = 13; int CounterS5 = 9; int CounterS6 = 8; int CounterS6F = 6; int CounterS8 = 13; script "UpgradeChecker" (int WhichSlot) //Checks if the right weapon is beeing hold { str TheUpgradeWeapon = GetWeapon(); switch(WhichSlot) { //--------------------------------------------------- case 1: //Slot 2 & 4 while(SchleifenCounter < CounterS2) { if(TheUpgradeWeapon == Slot2Weaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,1); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,1); break; //--------------------------------------------------- case 2: //Slot 3 while(SchleifenCounter < CounterS3) { if(TheUpgradeWeapon == Slot3Weaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,2); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,2); break; //--------------------------------------------------- case 3: //Slot 5 while(SchleifenCounter < CounterS5) { if(TheUpgradeWeapon == Slot5Weaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,3); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,3); break; //--------------------------------------------------- case 4: //Slot 6 - Rockit while(SchleifenCounter < CounterS6) { if(TheUpgradeWeapon == Slot6Weaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,4); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,4); break; //--------------------------------------------------- case 5: //Slot 6 - Fuel while(SchleifenCounter < CounterS6F) { if(TheUpgradeWeapon == Slot6FWeaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,5); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,5); break; //--------------------------------------------------- case 6: //Slot 8 while(SchleifenCounter < CounterS8) { if(TheUpgradeWeapon == Slot8Weaps[SchleifenCounter]) { ACS_NamedExecute("GiveMeUpGrade",0,6); terminate; } SchleifenCounter++; } SchleifenCounter = 1; ACS_NamedExecute("FailedUpgradeCheck",0,6); break; //--------------------------------------------------- } } script "GiveMeUpGrade" (int WhatShouldGive) { switch(WhatShouldGive) { case 1: GiveInventory(Slot2Items[SchleifenCounter],1); SchleifenCounter = 0; break; case 2: GiveInventory(Slot3Items[SchleifenCounter],1); SchleifenCounter = 0; break; case 3: GiveInventory(Slot5Items[SchleifenCounter],1); SchleifenCounter = 0; break; case 4: GiveInventory(Slot6Items[SchleifenCounter],1); SchleifenCounter = 0; break; case 5: GiveInventory(Slot6FItems[SchleifenCounter],1); SchleifenCounter = 0; break; case 6: GiveInventory(Slot8Items[SchleifenCounter],1); SchleifenCounter = 0; break; } } script "FailedUpgradeCheck" (int WhatFailed) //Logs Fail-Message { str FailerQuote; switch(WhatFailed) { case 1: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "This will only work for Slot2 and Slot 4 Weapons. Damn."; break; case 1: FailerQuote = "Only does something for Slot2 and Slot 4 Weapons..."; break; case 2: FailerQuote = "Requires Slot2 and Slot 4 Weapons, for fucks sake."; break; case 3: FailerQuote = "a Slot2 and Slot 4 Weapon is what that needs. "; break; } //------------------------------------------------------------------------- GiveInventory("Bulleter",1); break; case 2: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "This thing was made for Slot3-weapons, dumbass."; break; case 1: FailerQuote = "Slot3-Weapon required, shithead."; break; case 2: FailerQuote = "Looks like I need a Slot3-Weapon for this crap."; break; case 3: FailerQuote = "Like I thougth: Needs a Slot3-Weapon."; break; } //------------------------------------------------------------------------- GiveInventory("Sheller",1); break; case 3: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "I will definitly need a Slot5-Weapon for that."; break; case 1: FailerQuote = "Only works for Weapons on slot 5."; break; case 2: FailerQuote = "Why does this crap only work for slot5-weapons?"; break; case 3: FailerQuote = "Slot5-Weapon? Do I have anything like that?"; break; } //------------------------------------------------------------------------- GiveInventory("Sharpener",1); break; case 4: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "This bullshit was built for rocket-ammo-using weapons."; break; case 1: FailerQuote = "rocket-ammo-using weapons are desperatly required for that."; break; case 2: FailerQuote = "Damn. I need a rocket-ammo-using weapon."; break; case 3: FailerQuote = "rocket-ammo-using weapons must lie in my hands for that..."; break; } //------------------------------------------------------------------------- GiveInventory("RocketImprover",1); break; case 5: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "Fuel-using weapons needed? Shit."; break; case 1: FailerQuote = "I will need to hold A Fuel-using weapon."; break; case 2: FailerQuote = "Fuel-using weapons required for this shit."; break; case 3: FailerQuote = "This can only be used with Fuel-using weapons."; break; } //------------------------------------------------------------------------- GiveInventory("FuelTanker",1); break; case 6: //------------------------------------------------------------------------- switch(random(0,3)) { case 0: FailerQuote = "Slot8-Weapons are rare, and exactly what I need for that."; break; case 1: FailerQuote = "Slot8-Weapons? Damn, gonna need to hold one now..."; break; case 2: FailerQuote = "slot8-weapons will surely work with this thing."; break; case 3: FailerQuote = "This can only be safely used with slo8-weapons."; break; } //------------------------------------------------------------------------- GiveInventory("EnergyOverLoader",1); break; } HudMessage(s:FailerQuote; HUDMSG_PLAIN, 0, CR_BLUE, 1.5, 0.7, 4.0); }
The WIP Thread
- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: The WIP Thread
I hope this upgrade-giving code that is triggered by upgrade-items for specific slots will work.
Spoiler:
- Captain Ventris
- Posts: 4605
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: The WIP Thread
Added a few new Zharkovision features to Doomvengers, one of which I desperately want to tell you all about, but also want to leave to people to find. My changelog is getting obnoxious at this point. The next release will be a big one!
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
- DoomRater
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
Re: The WIP Thread
Spoiler:Testing out operating systems in ComputerCraft without actually being in Minecraft, and debugging a program of my own that I intend to use as a splash screen for a door lock.
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: The WIP Thread
sweet pixelating stuff, i really like those tiny texts at icons and folders.
Re: The WIP Thread
Thanks Nash.Nash wrote: Too. Freakin'. AWESOME!
I changed the skybox in my city map, any thoughts about it?
Spoiler: Screenshot
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: The WIP Thread
definitely a lot more natural-looking than the other one for sure.
- DoomRater
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
- Contact:
Re: The WIP Thread
My autofactory needs some redesign. Turns out I process ores so fast that my chemcial plants can't keep up. Will post pics when the redesign is complete.
Re: The WIP Thread
New sky looks good abbuw!
Re: The WIP Thread
TITLEPIC
Spoiler:And STARTUP... someone really needs to add support for normal image formats. It's on the list for Pulsar
Spoiler:
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: The WIP Thread
Really dreamy...oh, also i know it's not a fairytale, too.
Re: The WIP Thread
Developer demo of Hypertension: Harmony of Darkness (using the 3DGE engine), it's rough as shit. Also, we are looking to hire at least one level designer (if anyone is interested please send me a private message).
- iSpook
- Posts: 743
- Joined: Sun Feb 05, 2006 9:23 am
- Location: In the middle of Stephen King Territory
- Contact:
Re: The WIP Thread
So, I figured I had enough for a small 'demo', so... why not?
Re: The WIP Thread
What level is that being played in the video? Looks kinda familiar!
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: The WIP Thread
those hand bobbing, though. what a great detailed effort! just like realism...or being high up.