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Remix Info Attack Allies

Discussion on Remix Info Attack Allies within the DarkOrbit forum part of the Browsergames category.

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Old   #1
 
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Remix Info Attack Allies

I already make a old darkorbit jackpot battle.
do you wanna know how to make a jackpot battle with attack allies?
Answer

Scripts>Info
And then you put this by case owners:
random(3)

If you don't understand, i will add a picture soon

THIS IS JUST A THREAD FOR HELP SO NO NEGATIV POST PLEASE!
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Old 06/19/2013, 21:00   #2
 
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You can just create a map with 'bots'... But yeah, it won't be organized at all, they will just fly everywhere and won't be in group or something... So jackpot battle wouldn't really have a point...
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Old 06/19/2013, 21:04   #3
 
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Quote:
Originally Posted by Joever11 View Post
You can just create a map with 'bots'... But yeah, it won't be organized at all, they will just fly everywhere and won't be in group or something... So jackpot battle wouldn't really have a point...
This is just for attack allies
if you don't want they run you have to do this:

ship collision ammo_ship:
runing=false

then they gonna make funny moves as a real player.
you will see it when i develop my jackpot battle project!
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Old 06/19/2013, 21:22   #4
 
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Quote:
Originally Posted by fire.rox View Post
I already make a old darkorbit jackpot battle.
do you wanna know how to make a jackpot battle with attack allies?
Answer

Scripts>Info
And then you put this by case owners:
random(3)

If you don't understand, i will add a picture soon

THIS IS JUST A THREAD FOR HELP SO NO NEGATIV POST PLEASE!
DarkOrbit remix - attack allies tutorial

gamer obj. -> Step event -> Under "Ńňđĺëüáŕ"(fifth code)
Code:
//Ďđîâĺđęŕ đŕńńňî˙íč˙ äî îáúĺęňŕ â ëîęĺ č îňęđűňčĺ ńňđĺëüáű ďî âîçěîćíîńňč.
var ii;

    if Rocket_rate>0 then
        Rocket_rate-=1

    if attacking=true and stoped=false then 
    {
    if firing = shoot_delay firing = 0;
    if not instance_exists(target) {target = noone; attacking=false;}
        else if firing = 0 then
        {   
            if target.v_zone_bz=true then {show_HUD_message(text.target_in_security); break;}
            firing = 1;
    if ammo[ammo[0,0],0] / global.code1<guns  {show_HUD_message(text.no_ammo); break;}           
            else
    if point_distance(x,y,target.x,target.y) <= range+target.sprite_width*0.75 then
        {   
            restore:=false;
            if GunSprite[1]<1 then 
                {
                show_HUD_message(text.no_gun); break;
                }
            if !(debug_mode and global.unlimited_ammo)
                ammo[ammo[0,0],0]-=guns*global.code1;
            event_user(1);
        }
            else
            {show_HUD_message(text.target_lenght_out); break;}
        }
    }
In Space but Event:
Code:
//Đŕęĺňű
if target!=noone and stoped=false then 
    {
    if Rocket_rate=0 then
        {   
            if target.v_zone_bz=true then {show_HUD_message('Öĺëü â áĺçîďŕńíîé çîíĺ.'); break;}
            Rocket_rate=60
    if rocket_ammo[rocket_ammo[0,0],0] / global.code1<1  {show_HUD_message('Ó Âŕń ęîí÷čëčńü đŕęĺňű âűáđŕííîăî ňčďŕ!'); break;}           
            else
    if point_distance(x,y,target.x,target.y) <= range+target.sprite_width*0.75+100 then
        {    
        with(instance_create(x,y,rocket))
            {
            target:=other.target; owner:=other.id;
            image_angle=other.image_angle;
            damage = other.rocket_ammo[other.rocket_ammo[0,0],3];
            event_user(0);
            sound_play(other.rocket_ammo[other.rocket_ammo[0,0],2]);
            }
        rocket_ammo[rocket_ammo[0,0],0]-=1*global.code1;
        }
        else {show_HUD_message('Öĺëü ńëčřęîě äŕëĺęî!'); break;}
    }
    }
[code]
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Old 06/20/2013, 10:53   #5
 
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Quote:
Originally Posted by >Ready to go< View Post
DarkOrbit remix - attack allies tutorial

gamer obj. -> Step event -> Under "Ńňđĺëüáŕ"(fifth code)
Code:
//Ďđîâĺđęŕ đŕńńňî˙íč˙ äî îáúĺęňŕ â ëîęĺ č îňęđűňčĺ ńňđĺëüáű ďî âîçěîćíîńňč.
var ii;

    if Rocket_rate>0 then
        Rocket_rate-=1

    if attacking=true and stoped=false then 
    {
    if firing = shoot_delay firing = 0;
    if not instance_exists(target) {target = noone; attacking=false;}
        else if firing = 0 then
        {   
            if target.v_zone_bz=true then {show_HUD_message(text.target_in_security); break;}
            firing = 1;
    if ammo[ammo[0,0],0] / global.code1<guns  {show_HUD_message(text.no_ammo); break;}           
            else
    if point_distance(x,y,target.x,target.y) <= range+target.sprite_width*0.75 then
        {   
            restore:=false;
            if GunSprite[1]<1 then 
                {
                show_HUD_message(text.no_gun); break;
                }
            if !(debug_mode and global.unlimited_ammo)
                ammo[ammo[0,0],0]-=guns*global.code1;
            event_user(1);
        }
            else
            {show_HUD_message(text.target_lenght_out); break;}
        }
    }
In Space but Event:
Code:
//Đŕęĺňű
if target!=noone and stoped=false then 
    {
    if Rocket_rate=0 then
        {   
            if target.v_zone_bz=true then {show_HUD_message('Öĺëü â áĺçîďŕńíîé çîíĺ.'); break;}
            Rocket_rate=60
    if rocket_ammo[rocket_ammo[0,0],0] / global.code1<1  {show_HUD_message('Ó Âŕń ęîí÷čëčńü đŕęĺňű âűáđŕííîăî ňčďŕ!'); break;}           
            else
    if point_distance(x,y,target.x,target.y) <= range+target.sprite_width*0.75+100 then
        {    
        with(instance_create(x,y,rocket))
            {
            target:=other.target; owner:=other.id;
            image_angle=other.image_angle;
            damage = other.rocket_ammo[other.rocket_ammo[0,0],3];
            event_user(0);
            sound_play(other.rocket_ammo[other.rocket_ammo[0,0],2]);
            }
        rocket_ammo[rocket_ammo[0,0],0]-=1*global.code1;
        }
        else {show_HUD_message('Öĺëü ńëčřęîě äŕëĺęî!'); break;}
    }
    }
[code]
You do realize that's just for rockets, right?
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Old 06/20/2013, 11:17   #6
 
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Quote:
Originally Posted by rider735 View Post
You do realize that's just for rockets, right?
Yes, but the first code is for laser and the second for rockets(I have only deleted checking corporation in attack script).

Regards.
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Old 06/20/2013, 11:45   #7
 
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you can just put a hole code or just what i say 1 simple word in info:
by case owners: random(3)

And what i do is each map!
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Old 06/20/2013, 11:59   #8
 
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Quote:
Originally Posted by fire.rox View Post
you can just put a hole code or just what i say 1 simple word in info:
by case owners: random(3)

And what i do is each map!
But that would be completely useless since they technically won't be allies. So everybody's gonna end up shooting you.
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