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Remix Info Attack Allies
Discussion on Remix Info Attack Allies within the DarkOrbit forum part of the Browsergames category.
06/19/2013, 20:58
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#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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06/19/2013, 21:00
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#2
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Join Date: Oct 2012
Posts: 840
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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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06/19/2013, 21:04
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#3
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Join Date: Apr 2011
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Quote:
Originally Posted by Joever11
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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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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06/19/2013, 21:22
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#4
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Join Date: Jun 2013
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Quote:
Originally Posted by fire.rox
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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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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06/20/2013, 10:53
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#5
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elite*gold: 5
Join Date: Dec 2007
Posts: 579
Received Thanks: 1,129
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Quote:
Originally Posted by >Ready to go<
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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You do realize that's just for rockets, right?
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06/20/2013, 11:17
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#6
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elite*gold: 0
Join Date: Jun 2013
Posts: 74
Received Thanks: 49
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Quote:
Originally Posted by rider735
You do realize that's just for rockets, right?
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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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06/20/2013, 11:45
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#7
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elite*gold: 0
Join Date: Apr 2011
Posts: 208
Received Thanks: 105
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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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06/20/2013, 11:59
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#8
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elite*gold: 5
Join Date: Dec 2007
Posts: 579
Received Thanks: 1,129
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Quote:
Originally Posted by fire.rox
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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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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