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Implement Damage Display System?
#1
What if you could implement a Damage Display system?

You could type -dd (-damagadisplay) in order to activate the system in a game. I don't think the tanks uses ingame custom unit value. This system is very simple and even takes regeneration, armor and Damage reduction into the math indirectly. (that's because 1 sec periodic delay). The display system shows total Damage taken pr second.

Some players may find this annoying, so I suggest this is a non-mode and can be deactivated at any time if needed. Maybe this would be a good addition to 8.49?

Code:
Damage Display System
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Tank_Player[(Integer A)] is alive) Equal to True
                        Tank_Player[(Integer A)] Not equal to No unit
                        (Custom value of Tank_Player[(Integer A)]) Greater than (Integer((Life of Tank_Player[(Integer A)])))
                    Then - Actions
                        Set DamageDifference = ((Custom value of Tank_Player[(Integer A)]) - (Integer((Life of Tank_Player[(Integer A)]))))
                        Floating Text - Create floating text that reads (- + (String(DamageDifference))) above Tank_Player[(Integer A)] with Z offset 0.00, using font size 10.00, color (100.00%, 8.00%, 8.00%), and 0.00% transparency
                        Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 270.00 degrees
                        Floating Text - Change (Last created floating text): Disable permanence
                        Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
                        Floating Text - Change the lifespan of (Last created floating text) to 1.20 seconds
                        Unit - Set the custom value of Tank_Player[(Integer A)] to (Integer((Life of Tank_Player[(Integer A)])))
                        Set DamageDifference = 0
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Tank_Player[(Integer A)] is alive) Equal to True
                                Tank_Player[(Integer A)] Not equal to No unit
                                (Custom value of Tank_Player[(Integer A)]) Less than (Integer((Life of Tank_Player[(Integer A)])))
                            Then - Actions
                                Unit - Set the custom value of Tank_Player[(Integer A)] to (Integer((Life of Tank_Player[(Integer A)])))
                            Else - Actions
This is similar to my trigger used in naval battle.
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Messages In This Thread
Implement Damage Display System? - by TKF - 2008-07-10, 17:13:59
Re: Implement Damage Display System? - by TKF - 2008-07-10, 17:31:31
Re: Implement Damage Display System? - by TKF - 2008-07-10, 19:53:59

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