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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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Posted: Sun Feb 03, 2019 7:14 pm Post subject: Kits fix |
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I've attempted a fix to the issue of dying when your hp drop below 0, even when you have kits waiting to kick in.
What I have tried to make it do is wait till the next round, at which point you will die if your hps have not returned above 0. You won't be able to drink new kits after your hps drop below 0, though.
I've done basic testing, but please report any issues that may arise - Especially anything that makes things too easy.
One thing that may need looking at is traps that are supposed to kill you - I'm not sure how they will be affected. _________________ Bears don't dig on dancing
(They just don't dig it)
http://www.youtube.com/watch?v=78XrI_2bPVA&feature=related
http://www.youtube.com/watch?v=NvnYIxv_364&feature=related
http://www.youtube.com/watch?v=RFO6ZhUW38w |
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Nienne Immortal
Joined: 17 Nov 2006 Posts: 2764 Location: Aussieland
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Posted: Mon Feb 04, 2019 9:55 pm Post subject: |
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If it helps, there's a line command to have someone die directly which could go off on traps triggering. Can't remember it offhand. But that way wouldn't mess with your new code (nice work!) and still do what they're supposed to do |
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Ares Immortal
Joined: 19 Dec 2006 Posts: 1006
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Posted: Tue Feb 05, 2019 12:54 am Post subject: Music |
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It's really too bad we can't play elevator music while players are unconscious. |
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Zathery
Joined: 30 Sep 2013 Posts: 39 Location: Sweden
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Posted: Wed Feb 06, 2019 6:12 pm Post subject: |
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Well that didn't work, instadead'd when dropped below 0 and then kits kicked in _________________ Intelligence is knowing a tomato is a fruit,
Wisdom is knowing not to put it into a fruit salad.
Horrible at SG since 1998 |
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Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
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