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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Fri Oct 26, 2007 9:36 pm Post subject: Backpack Kills |
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In void() BackpackTouch =
I added code so that if a backpack contains a certain amount of ammo it will explode.
I want the owner of the backpack to get a frag if a player dies in this manner.
I tried adding:
item.classname = "backpack"; in
void() DropBackpack = and adding:
if (targ.deathtype == "backpack")
{
attacker.frags = attacker.frags + 1;
return;
}
in
void() ClientObituary =
but it didn't work? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Oct 27, 2007 4:20 am Post subject: |
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Assuming you're having the backpack do the damage right, all you should need to do is put something like this:
In void() DropBackpack. _________________ "Roboto suggests Plasma Bazooka." |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sat Oct 27, 2007 5:06 am Post subject: |
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that will also make the person who dropped the backpack unable to pick it up |
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redrum

Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York
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Posted: Sat Oct 27, 2007 5:11 am Post subject: |
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So how do I accomplish this? _________________ Welcome to the Overlook Hotel 69.113.123.178:27500 |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Oct 27, 2007 10:34 pm Post subject: |
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Whoops, sorry about that.
Do this instead then:
In DropBackpack()
Then in when you call T_Damage or T_RadiusDamage in your touch function, just set the attacker variable to self.enemy. For example:
Code: | T_Damage(other, self, self.enemy, damage); |
Or in the case of T_RadiusDamage
Code: | T_RadiusDamage(self, self.enemy, damage, world); |
Also, don't forget to put in some kind of delay before it can be picked up if you intend to make it so that the player can drop these while still alive and solid, because if you don't, YOU could blow up instead. _________________ "Roboto suggests Plasma Bazooka." |
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