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...
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!
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;}
}
}
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;}
}
}
info needed, how to calculate pet stats or attack/evasion 01/10/2011 - Battle of the Immortals - 4 Replies Hi,
there is a way to calculate pet stats and attack/evasion of a pet that need to grown up?
i explain better, i have a pet lvl 1, and i would like to know how it will be at alvl 100 for example... so how many stats it will get per lvl and how much attack and evasion/accuracy it will have on that lvl also...
Thanks in advice for help
gm chat status info (damage attack...) 01/02/2011 - Metin2 Private Server - 1 Replies i see this video on you tube , and i like to install this "chat status" on my server... so someone can help ;)
http://img89.imageshack.us/img89/5660/12248035.jp g
[Info] Attack Speed! 07/25/2009 - Rohan - 30 Replies Hey all,
last hour I tryt all to find the Attack Speed.
Here is what Ive got:
The Attack speed is hardly protected , like all stuff that could be hacked.
It changes every secon beetwen 100 , and if you change it will fighting you will have a fast attack but your game crash after 20 secs.
I think we have to figure out the algorythm.
Another way would be to code a Sniffer! And then find out the Cryption make a table of it and find the XOR Key. When this is done we can easy hack...