Thread: _damage for RTD

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  1. #1
    Arasonic's Avatar
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    _damage for RTD

    I've never changed _damage in any way, however, I'm adding new rolls for RTD since I play it all the time with friends, and wanted to add one new thing.
    Looking at the Crossbow thingy, i thought I'd just write how it seems plausible to work.
    So my question is, would this be correct?

    Code:
          // Light people on fire
    	//if(eAttacker.lightfire && checkworld(sWeapon, eAttacker, victim) && sWeapon == "m21_acog_fmj_mp" && sMeansOfDeath != "MOD_MELEE"){
    	//victim takeAllWeapons();
          //victim setClientDvar("cg_drawDamageDirection", 0);
          //playFxOnTag( level.spawnGlow["enemy"], victim, "j_head" );
          //playFxOnTag( level.spawnGlow["enemy"], victim, "tag_weapon_right" );
          //playFxOnTag( level.spawnGlow["enemy"], victim, "back_mid" );
          //playFxOnTag( level.spawnGlow["enemy"], victim, "torso_stabilizer" );
          //playFxOnTag( level.spawnGlow["enemy"], victim, "pelvis" );
          //iDamage = 50;}
          //victim SetMoveSpeedScale( 3.5 );
            //          while(1){
            //          victim.health += 51;
            //          RadiusDamage( victim.origin, 100, 51, 10, victim );
            //          wait 0.50;}
    Or this

    Code:
          // Light people on fire
    	if(eAttacker.lightfire && checkworld(sWeapon, eAttacker, victim) && sWeapon == "m21_acog_fmj_mp" && sMeansOfDeath != "MOD_MELEE"){
          playFxOnTag( level.spawnGlow["enemy"], victim, "j_head" );
          playFxOnTag( level.spawnGlow["enemy"], victim, "tag_weapon_right" );
          playFxOnTag( level.spawnGlow["enemy"], victim, "back_mid" );
          playFxOnTag( level.spawnGlow["enemy"], victim, "torso_stabilizer" );
          playFxOnTag( level.spawnGlow["enemy"], victim, "pelvis" );
          iDamage = 51;
          victim thread doFire(eAttacker);
          victim thread doHealth(eAttacker);}
    Code:
    doFire(eAttacker)
    {
    self endon("death");
    self iPrintLnBold("^2You have been burned by "+eAttacker.name);}
    self takeAllWeapons();
    self setClientDvar("cg_drawDamageDirection", 0);
    self SetMoveSpeedScale( 3.5 );
    while(1){
    self.health += 51;
    RadiusDamage( self.origin, 100, 51, 10, self );
    wait 0.50;}
    }
    
    doHealth(eAttacker)
    {
    self endon("death");
    while(1){
    if(self.health > 2.5){
    self.health = self.health - 2.5;
    } else {
    self suicide();}
    wait 2;}
    }
    Got a bad syntax so wonder if its that or something else
    Last edited by Arasonic; 10-30-2010 at 01:55 PM.

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