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Stranded II General Ideas Library...sorry for my bad english
Hanoirose has written
Would it be possible to make the stranded-guy fall asleep instead of bleeding when tired? It has always bothered me that when he gets tired he starts losing health...
...sorry for my bad english
...sorry for my bad english
I'd ask in the scripting questions. I tried looking for it but not much luck.
### Flint Knife (Firestone + Branch)
combi=start
id=Flint Knife
req=22
req=24
gen=125
script=start
play "mat_stone1.wav";
process "Making Flint Knife",2500;
script=end
combi=end
That's for combinations here's for items
### Flint Knife
id=125
name=Flint Knife
group=weapons
icon=gfx\crystalblade.bmp
model=gfx\crystalblade.b3d
scale=0.6
mat=stone
weight=700
info=a razor-sharp blade out of solid flint
behaviour=blade
damage=15
healthchange=0
EDIT:
Advanced guns
A Sniper: can kill from far away or from a stance
A Flamethrower: can set things on fire including a fireplace
A Machine gun: Similar to the sub-machine in the kidnap mod but it doesn't go up when fired
A Desert Eagle: A more powerful pistol
EDIT:
I've done the Machine gun, the Sniper, and the Desert Eagle, and I've also made a grenade.Here is some info about it
Grenade-explodes on contact 20 damage to animals and is extremely hard to make
edited 2×, last 13.08.09 04:44:34 pm
dart193 has written
I can say: use inhand thaen loop then if getplayer aqualung then air else exit.
*facepalm* If you know how to do it, why don't you do it?
EDIT:
Here is for a Leatherman Multi-Tool
### Leatherman
id=125
name=Leatherman
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,125,$Leathermans_qty,126;
equip 126;
msg "Knife Mode",4;
script=end
### Leatherman (Knife)
id=126
name=Leatherman (knife)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,126,$Leathermans_qty,127;
equip 127;
msg "Saw Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+25 Damage on Leaf
} elseif (compare_material($tmp,$tmp2,"leaf")==1){
damage $tmp,$tmp2,10;
}
freevar $tmp;
freevar $tmp2;
}
script=end
### Leatherman (saw)
id=127
name=Leatherman (saw)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,127,$Leathermans_qty,128;
equip 128;
msg "File Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+15 Bonus Damage on Wood
if (compare_material($tmp,$tmp2,"wood")==1){
$tmp3=15;
$tmp4=skillvalue("wood");
if ($tmp4>=50){$tmp3+=10;}
if ($tmp4>=100){$tmp3+=10;}
if ($tmp4>=200){$tmp3+=10;}
if ($tmp4>=400){$tmp3+=10;}
if ($tmp4>=800){$tmp3+=100;}
damage $tmp,$tmp2,$tmp3;
freevar $tmp3;
freevar $tmp4;
}
freevar $tmp;
freevar $tmp2;
}
script=end
### Leatherman (file)
id=128
name=Leatherman (file)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,128,$Leathermans_qty,129;
equip 129;
msg "Pliers Mode",4;
}
}
on:use {
play "barkbranchfire.wav";
process "filing nails",500;
}
script=end
### Leatherman (pliers)
id=129
name=Leatherman (pliers)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,129,$Leathermans_qty,130;
equip 130;
msg "Sciscors Mode",4;
}
}
on:attack1 {
speech "negative"
msg "What am I supposed to do with pliers?!";
}
script=end
### Leatherman (sciscors)
id=130
name=Leatherman (sciscors)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,130,$Leathermans_qty,125;
equip 125;
msg "Normal Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+25 Damage on Leaf
} elseif (compare_material($tmp,$tmp2,"leaf")==1){
damage $tmp,$tmp2,10;
}
freevar $tmp;
freevar $tmp2;
}
script=end
edited 2×, last 23.08.09 04:15:42 pm