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Flintgemenge | ||
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Ein Kampf ohne klassische Waffen: In diesem Szenario bewirft man sich stattdessen mit einer großen Auswahl an Flints. | ||
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Ziel: Last Man Standing mit mehreren Runden (Bleibe als Letzter am Leben und gewinne die meisten Runden) | ||
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- Der Windbeutel eignet sich nicht nur für große Sprünge, sondern erlaubt es auch, geworfenen Flints einen extra Schub zu geben. | ||
- Die Kanone ist bereits mit Schießpulver geladen und schussbereit. | ||
- Vorsicht, es regnet Chippiemeteoriten und der Boden ist offen. | ||
- Je länger eine Runde dauert, umso stärkere Flints erscheinen im Untergrund. |
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Flint Brawl | ||
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Fight without the usual weapons: In this scenario, everyone throws flints instead. | ||
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Goal: Last Man Standing with multiple rounds (Be the one to stay alive longest and win most rounds) | ||
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- The wind bag isn't only for getting to the high ground, but can also give an extra push to flying flints. | ||
- The cannon is loaded with gunpowder and ready to shoot. | ||
- Be careful, it's raining chippies and you can fall out of the bottom. | ||
- The longer the round, the stronger the flints that spawn underground. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/Bouncy.ocd/DefCore.txt
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[DefCore] | ||
id=Bouncy | ||
Version=6,0 | ||
Category=C4D_Object | ||
Width=8 | ||
Height=8 | ||
Offset=-4,-4 | ||
Vertices=1 | ||
VertexX=0 | ||
VertexY=0 | ||
VertexFriction=20 | ||
Value=5 | ||
Mass=10 | ||
Projectile=1 | ||
Fragile=1 |
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73 changes: 73 additions & 0 deletions
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/Bouncy.ocd/Script.c
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/*--- Flint ---*/ | ||
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local counter = 0; | ||
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public func IsGrenadeLauncherAmmo() { return true; } | ||
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protected func Construction() | ||
{ | ||
return true; | ||
} | ||
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func HitEffect() | ||
{ | ||
var smoke = | ||
{ | ||
Alpha = PV_Linear(255, 0), | ||
Size = 15, | ||
DampingX = 900, DampingY = 900, | ||
R = 100, G = 100, B = 100, | ||
Phase = PV_Random(0, 15) | ||
}; | ||
CreateParticle("Smoke", 0, 0, PV_Random(-5,5), PV_Random(-5,5), 20, smoke, 25); | ||
} | ||
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func Hit(int xdir, int ydir) | ||
{ | ||
if (counter < 2 + Random(10)) | ||
{ | ||
Bounce(xdir, ydir); | ||
Sound("Hits::Materials::Glass::GlassHit[34]", {pitch = 100 + 10 * counter}); | ||
counter++; | ||
HitEffect(); | ||
return; | ||
} | ||
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// Cast lots of shrapnel. | ||
var shrapnel_count = 40; | ||
var offset = GetSurfaceVector(0, 0); | ||
for (var cnt = 0; cnt < shrapnel_count; cnt++) | ||
{ | ||
var shrapnel = CreateObject(Shrapnel, offset[0], offset[1]); | ||
shrapnel->SetVelocity(Random(359), RandomX(100, 140)); | ||
shrapnel->SetRDir(-30 + Random(61)); | ||
shrapnel->Launch(GetController()); | ||
CreateObjectAbove(BulletTrail)->Set(shrapnel, 2, 30); | ||
} | ||
Sound("Hits::Materials::Glass::GlassShatter", {volume = 20}); | ||
Fireworks(RGB(150, 115, 200)); | ||
RemoveObject(); | ||
} | ||
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func Bounce(int xdir, int ydir) | ||
{ | ||
var angle = Angle(0, 0, xdir, ydir); | ||
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var surface = GetSurfaceVector(0, 0); | ||
var surface_angle = Angle(0, 0, surface[0], surface[1]); | ||
var angle_diff = GetTurnDirection(angle - 180, surface_angle); | ||
var new_angle = surface_angle + angle_diff + RandomX(-10, 10); | ||
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var speed = Distance(0, 0, xdir, ydir); | ||
speed = 4 * speed / 4; | ||
SetXDir(Sin(new_angle, speed), 100); | ||
SetYDir(-Cos(new_angle, speed), 100); | ||
} | ||
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public func HasExplosionOnImpact() { return true; } | ||
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local Collectible = 1; | ||
local Name = "$Name$"; | ||
local Description = "$Description$"; | ||
local Plane = 530; // cause it's explosive, players should see it in a pile of stuff |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/Bouncy.ocd/StringTblDE.txt
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Name=Flummy | ||
Description=Springt rum. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/Bouncy.ocd/StringTblUS.txt
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Name=Bouncy | ||
Description=Bounces around. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/ChippyFlint.ocd/DefCore.txt
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[DefCore] | ||
id=ChippyFlint | ||
Version=6,0 | ||
Category=C4D_Object | ||
Width=8 | ||
Height=8 | ||
Offset=-4,-4 | ||
Vertices=4 | ||
VertexX=-5,5, 0, 0 | ||
VertexY=0,0, -5, 5, | ||
VertexFriction=20 | ||
Value=5 | ||
Mass=10 | ||
Projectile=1 | ||
Fragile=1 |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/ChippyFlint.ocd/Graphics.8.png
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49 changes: 49 additions & 0 deletions
49
planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/ChippyFlint.ocd/Script.c
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/*--- Flint ---*/ | ||
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public func IsGrenadeLauncherAmmo() { return true; } | ||
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protected func Construction() | ||
{ | ||
return true; | ||
} | ||
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func Hit() | ||
{ | ||
ScheduleCall(this, this.Fuse, 1, 1); | ||
return true; | ||
} | ||
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func Fuse() | ||
{ | ||
Sound("Fire::Spark*"); | ||
CreateParticle("Fire", 0, 0, PV_Random(-5, 5), PV_Random(-15, 5), PV_Random(10, 40), Particles_Glimmer(), 5); | ||
return true; | ||
} | ||
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func Hit2() | ||
{ | ||
for (var i = 0; i < 10; ++i) | ||
{ | ||
var egg = CreateObject(Chippie_Egg, 0, 0, GetController()); | ||
egg.age = -5000; | ||
egg->SetVelocity(Random(360), RandomX(20, 40)); | ||
} | ||
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var particles = | ||
{ | ||
Prototype = Particles_Material(RGB(100, 255, 50)), | ||
DampingX = 800, DampingY = 800, | ||
ForceY = -GetGravity() / 10, | ||
}; | ||
CreateParticle("SmokeDirty", PV_Random(-5, 5), PV_Random(-5, 5), | ||
PV_Random(-10, 10), PV_Random(-10, 10), | ||
PV_Random(10, 20), particles, 60); | ||
RemoveObject(); | ||
} | ||
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public func HasExplosionOnImpact() { return true; } | ||
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local Collectible = 1; | ||
local Name = "$Name$"; | ||
local Description = "$Description$"; | ||
local Plane = 530; // cause it's explosive, players should see it in a pile of stuff |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/ChippyFlint.ocd/StringTblDE.txt
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Name=Chippyflint | ||
Description=Spawnt Chippies. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/ChippyFlint.ocd/StringTblUS.txt
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Name=Chippy Flint | ||
Description=Spawns chippies. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/QuickSandBomb.ocd/DefCore.txt
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[DefCore] | ||
id=QuickSandBomb | ||
Version=6,0 | ||
Category=C4D_Object | ||
Width=8 | ||
Height=8 | ||
Offset=-4,-4 | ||
Vertices=1 | ||
VertexX=0 | ||
VertexY=0 | ||
VertexFriction=20 | ||
Value=5 | ||
Mass=10 | ||
Projectile=1 | ||
Fragile=1 |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/QuickSandBomb.ocd/Graphics.8.png
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/QuickSandBomb.ocd/Script.c
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/*--- Flint ---*/ | ||
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local fused_fx; | ||
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public func IsGrenadeLauncherAmmo() { return true; } | ||
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protected func Construction() | ||
{ | ||
return true; | ||
} | ||
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func HitEffect() | ||
{ | ||
var smoke = | ||
{ | ||
Alpha = PV_Linear(255, 0), | ||
Size = 15, | ||
DampingX = 900, DampingY = 900, | ||
R = 100, G = 100, B = 100, | ||
Phase = PV_Random(0, 15) | ||
}; | ||
CreateParticle("Smoke", 0, 0, PV_Random(-5,5), PV_Random(-5,5), 20, smoke, 25); | ||
} | ||
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local FusedEffect = new Effect | ||
{ | ||
Timer = func() | ||
{ | ||
this.Target->Explode(30); | ||
} | ||
}; | ||
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func Hit(int xdir, int ydir) | ||
{ | ||
if (!fused_fx) | ||
fused_fx = CreateEffect(FusedEffect, 1, 30); | ||
ShakeFree(GetX(), GetY(), 10); | ||
SetSpeed(xdir, ydir, 100); | ||
Sound("Environment::Disasters::EarthquakeEnd"); | ||
} | ||
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public func HasExplosionOnImpact() { return true; } | ||
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local Collectible = 1; | ||
local Name = "$Name$"; | ||
local Description = "$Description$"; | ||
local Plane = 530; // cause it's explosive, players should see it in a pile of stuff |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/QuickSandBomb.ocd/StringTblDE.txt
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Name=Treibsandflint | ||
Description=Fällt durch Erde. |
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planet/Arena.ocf/FlintBrawl.ocs/Flints.ocd/QuickSandBomb.ocd/StringTblUS.txt
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Name=Quicksand Bomb | ||
Description=Falls through earth. |
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