gametechmods
Robot Arena => Modifications => Topic started by: Tigermisu on October 30, 2009, 04:57:31 PM
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Can someone modify a file to make the hammer in the stock "Half circle arena" mortal?
I think is too big and does almost no damage, I been looking and playing with the files but i can't find the one that sets how damage a hazard inflicts.
I could use that someone make, or told me how to, the hammer stronger, maybe enought that it can KO a LW bot, and inflict serious damage to a HW.
Please?:-D
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It's definately do-able, I've known people to do similar things, but I'm not sure what I'm editing.
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Thank you.
I'll wait for an expert on editing :-)
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Be sure to make a backup first before modding...
To increase damage all you really need to do is change the .8 in this line to something higher...
self.SetSubMaterialSound("Hammer", "metal", .8, "Sounds\\hzd_hammer_thud.wav")
This function makes the specified sound play whenever the "Hammer" hits something, assigns the material to "metal" (only other choices are "rubber" and "arenium"), and how much damage it inflicts (I'm not sure what the relationship between this value and the actual damage is but it generally doesn't need a big, huge number to deal large amounts of damage).
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^^yep^^ Thanks, Trov. (you deserve a raise)...
Watch out though, cause Spyguy will nail you for long answers... (though I like them).
My input:
Just remove the decimal:
self.SetSubMaterialSound("Hammer", "metal", [COLOR=red].8[/COLOR], "Sounds\\hzd_hammer_thud.wav")
self.SetSubMaterialSound("Hammer", "metal", [COLOR=red]8[/COLOR], "Sounds\\hzd_hammer_thud.wav")
Bwahahahaha!!!!!
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Wow u guys so smart!!
But you forgot one thing...
In what file is that command?
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"half" python file.
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Wait i got it.
Half.py
Uhm nice!!!!!!!1 it works!!
I wonder, what other hazards are underpowered.......
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8 ?? mad your way to kind try 500 :evil:
that is if you want bots to die is 2 hits haha
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I like over powered spikes
http://www.youtube.com/watch?v=qPGX3m7IIwI
:roll:
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yeah :P
or like the Dreadzone arena I made out of the Octagon
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-500? :Confused:
-Nice spikes, Duck.
-You guys (Joe/Duck/Wham/...) need to keep up your gmf and py work until you can understand and do just about anything....:biggrin:
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makes the hazards more hazardous :P
I made the Crushers of the Compressor arena kill in about 2-3 hits because I figured that was a little more realistic
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On the subject of crappy hazards:
I've always wondered since I got RA2: What do those buttons in the corners of the Electric Arena do?
They have the sz thingies and it shows them in the intro, but I've tried for a while and can't get them to seem to do anything.
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Since the game is unfinished, those SZs are probably for activating the lightning hazard whether bots are in there or not.
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On the subject of crappy hazards:
I've always wondered since I got RA2: What do those buttons in the corners of the Electric Arena do?
They have the sz thingies and it shows them in the intro, but I've tried for a while and can't get them to seem to do anything.
I think, don't quote me on this, but I heard they only work if there are more than 2 bots in the arena.
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Amazing...
How could I make the flamethrowers in the DSL Robot wars arena/claw top arena more dangerous? They take ages to burn down a bot.....
Edit: yeah i wonder why those buttons are for.
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Amazing...
How could I make the flamethrowers in the DSL Robot wars arena/claw top arena more dangerous? They take ages to burn down a bot.....
Hazards.py in the Arenas folder. These are the python files for the hazards ofcourse.
plus.damage(compinfo[0], compinfo[1], 40, (compinfo[2], compinfo[3], compinfo
Find Flame and look for that.
Electricity is also in there.
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I've just had an idea. I was just editing flames like you guys spoke about, and I know people once discussed a Sumo arena, well could you put flame jets in a circle, make the robots start in the circle, then make the flame damage so high that it's an instant KO?
Is this anything like a good idea? Anyhow... wrong thread, I know.
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Red: Thanks for helping out.
Craig, Tiger: Here are a couple example tweeks using the flames (location, movement, potency)and a couple other Hazards:
P_3 (http://www.madiaba.gametechmods.com/VIDS/P_3.wmv)
P_4 (http://www.madiaba.gametechmods.com/VIDS/P_4.wmv)
P_5 (http://www.madiaba.gametechmods.com/VIDS/P_5.wmv)
M-1final (http://www.madiaba.gametechmods.com/VIDS/M-1final.wmv)
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P_$??? dumb things down pl0x!
:S
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On the subject of crappy hazards:
I've always wondered since I got RA2: What do those buttons in the corners of the Electric Arena do?
They have the sz thingies and it shows them in the intro, but I've tried for a while and can't get them to seem to do anything.
The coding is in the py and the SZs in the gmf:
(https://gametechmods.com/uploads/images/87277Electric_Button_SZ.jpg)
It looks like at one time the buttons were optional ways to turn on the electric grid.
Tiger: These (links above) are just a few examples. If you're interested in one, then let me know and I'll help you out, when I can.
.
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Is that HoHoHammers I spy? :D
I wonder if you could get those buttons to work again?
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I wonder if you could get those buttons to work again?
That =)
And im insterested in that tank-bot.
What does it shot? :D
Anyways, the fire effect seems cool, but a little to advanced for my lvl.