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Author Topic: [Skills] local/global skills q  (Read 2298 times)

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.ok

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local/global skills q
« on: June 18, 2016, 09:21:40 PM »
so i wanna put local skills on my map in the future where now its global,but so that way i can modify stats and stuff and use them in my scripting,but my q is:

what level would i need to make everything to where it'd be like playing w/o skills on,or where you have the equal stats as to playing w/o skills on?sorry if it seems confusing




Dryym

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Re: local/global skills q
« Reply #1 on: June 18, 2016, 09:45:09 PM »
I asked this same question about 10000 topics ago.

Health: 47
Attack: 25
Strength: 30
Defence: 10
Ranged: 25

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

.ok

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Re: local/global skills q
« Reply #2 on: June 18, 2016, 10:15:47 PM »
I asked this same question about 10000 topics ago.

Health: 47
Attack: 25
Strength: 30
Defence: 10
Ranged: 25
alright thanks
i wanna have scripts that affect the levels of people(boost in stats) for different effects or if my zombie map,for the pack-a-punch,where you cant really change stats in global skills

so this will come in handy




crazytater94

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Re: local/global skills q
« Reply #3 on: June 18, 2016, 10:39:20 PM »
You can just use this for when they pack a punch...

If
HasHistory [PackAPunch] [player] [true]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]
Then
Context [target]
Health [-75]

Elseif

HasHistory [PackAPunch] [player] [false]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]
Then
Context [target]
Health [-25]

Elseif
HasHistory [Ammo] [player] [false]
Then
Notify [out of ammo...] [Local] [r,g,b]


Use this as the script for the gun and then if they pack a punch, the gun does more damage, if they don't, then it does regular damage

.ok

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Re: local/global skills q
« Reply #4 on: June 18, 2016, 11:17:44 PM »
You can just use this for when they pack a punch...

If
HasHistory [PackAPunch] [player] [true]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]
Then
Context [target]
Health [-75]

Elseif

HasHistory [PackAPunch] [player] [false]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]
Then
Context [target]
Health [-25]

Elseif
HasHistory [Ammo] [player] [false]
Then
Notify [out of ammo...] [Local] [r,g,b]


Use this as the script for the gun and then if they pack a punch, the gun does more damage, if they don't, then it does regular damage
i plan on doing something like that trust me




Craig

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Re: local/global skills q
« Reply #5 on: June 19, 2016, 09:55:46 AM »
HasHistory [PackAPunch] [player] [true]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]

Tip of the week:

Do the Intersect test last, because it requires a network ping on multiplayer games, so it's wasteful to do that if any following tests fail (such as if they have no Ammo).

HasHistory [PackAPunch] [player] [true]
HasHistory [Ammo] [player] [true][/quote]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]

Dryym

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Re: local/global skills q
« Reply #6 on: June 19, 2016, 04:13:46 PM »
HasHistory [PackAPunch] [player] [true]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
HasHistory [Ammo] [player] [true]

Tip of the week:

Do the Intersect test last, because it requires a network ping on multiplayer games, so it's wasteful to do that if any following tests fail (such as if they have no Ammo).

HasHistory [PackAPunch] [player] [true]
HasHistory [Ammo] [player] [true]
Intersect [ray] [vRel:0,0,0] [vRel:30,0,0] [mobs]
[/quote]

Question, Is the order of operation impactful for any conditionals other than intersect?

Even if the difference is minute, It would be nice to know.

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

Craig

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Re: local/global skills q
« Reply #7 on: June 19, 2016, 10:24:26 PM »
Question, Is the order of operation impactful for any conditionals other than intersect?
Generally not enough to worry about.

The only thing I'd mention, is if you are doing any commands that are using text substitution, in a tight loop, then do them last as well (but before any Intersect commands, always do Intersect last).

And if you wanted to get really fussy, then do any commands that require string keys, like HasHistory, after commands that don't. This won't effect execution speed so much, but will reduce the number of garbage collections invoked by the C# run time, which cause multi-frame stalls.

.ok

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Re: local/global skills q
« Reply #8 on: June 19, 2016, 10:37:59 PM »
Question, Is the order of operation impactful for any conditionals other than intersect?
Generally not enough to worry about.

The only thing I'd mention, is if you are doing any commands that are using text substitution, in a tight loop, then do them last as well (but before any Intersect commands, always do Intersect last).

And if you wanted to get really fussy, then do any commands that require string keys, like HasHistory, after commands that don't. This won't effect execution speed so much, but will reduce the number of garbage collections invoked by the C# run time, which cause multi-frame stalls.
could u give a few examples




Dryym

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Re: local/global skills q
« Reply #9 on: June 20, 2016, 08:01:33 AM »
Question, Is the order of operation impactful for any conditionals other than intersect?
Generally not enough to worry about.

The only thing I'd mention, is if you are doing any commands that are using text substitution, in a tight loop, then do them last as well (but before any Intersect commands, always do Intersect last).

And if you wanted to get really fussy, then do any commands that require string keys, like HasHistory, after commands that don't. This won't effect execution speed so much, but will reduce the number of garbage collections invoked by the C# run time, which cause multi-frame stalls.
could u give a few examples

"If
  IsBlock [prel:0,-1,0] [Grass] [True]
  HasHistory [Null] [<] [2147483747]
  HasHistory [Null] [>] [History:Null2]
  Intersect [frustum] [vrel:0,0,0] [vrel:20,0,0] [90] [mobs]
Then
  SetBlock [prel:0,-1,0]
  Notify [[gamertag] of [clan] with [clanhistory:Gold] gold in your clan, You have placed the grass block underneath you underneath the mob within 20 blocks of you and in a 90 degree fov because [SysHistory:Null] is less than 2147483647, And greater than [History:Null2]]
  Context [Player] [Target]
  SetBlock [prel:0,-1,0]"



Is that good enough for you?

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym