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How do you add activated countdown bomb in a video game mod?
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Joshua
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PostPosted: Tue Jan 31, 2017 8:48 am
   Subject: How do you add activated countdown bomb in a video game mod?
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What would be good SDL code to add an activated countdown bomb with a timer? The countdown timer SDL code found in the other thread can be used for this. How would you activate the countdown bomb though and implement it with the countdown code itself?
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PostPosted: Tue Jan 31, 2017 1:21 pm
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You can for example use an invisible object to trigger the countdown on "pick up".
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PostPosted: Tue Jan 31, 2017 4:13 pm
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In the case of a Valkyrie mod, the player would already be carrying the case bomb, would there be a way to implement a keyboard function that plants the bomb and allows it to be reset if needed?
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PostPosted: Wed Feb 01, 2017 1:46 pm
   Subject: Re: How do you add activated countdown bomb in a video game mod?
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Undoubtably. I believe that WL_PLAY.CPP is the file you need to be change add the extra action button to the game (Also make sure you delete the config file before running the EXE, should you do this). Spawning the bomb is easy enough; just create a new Actor and call up whatever functions you need. Though it would probably make more sense to have the Spacebar stop and/or reset the bomb rather than use that new action button you mentioned. Smile
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PostPosted: Wed Feb 01, 2017 3:41 pm
   Subject: Re: How do you add activated countdown bomb in a video game mod?
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The bomb in the Valkyrie mod might have to be an invisible item that the player is holding since it a case. When it is planted at the Wolf's Lair, it will be visible at that location when it is placed. This seems complicated though. How do I ensure the bomb is placed in the correct position? I can't just have it be placed anywhere, it would make the first episode too easy. There needs to be a defined location that allows the player to plant it. How would this be implemented in a map and in sdl? Would it be similar to the secret pushwalls a little? The player would also be dropping something similar to how an enemy drops a clip when killed. After dropping the item though it should not be picked up at all and the space bar should just be used to reset the timer when accessing the bomb to reset it.
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PostPosted: Wed Feb 01, 2017 5:38 pm
   Subject: Re: How do you add activated countdown bomb in a video game mod?
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Joshua wrote:
The bomb in the Valkyrie mod might have to be an invisible item that the player is holding since it a case. When it is planted at the Wolf's Lair, it will be visible at that location when it is placed. This seems complicated though. How do I ensure the bomb is placed in the correct position? I can't just have it be placed anywhere, it would make the first episode too easy. There needs to be a defined location that allows the player to plant it. How would this be implemented in a map and in sdl? Would it be similar to the secret pushwalls a little? The player would also be dropping something similar to how an enemy drops a clip when killed. After dropping the item though it should not be picked up at all and the space bar should just be used to reset the timer when accessing the bomb to reset it.
Checking for a particular number on Objects Plane of the map - that should keep you from putting the bomb in any place you don't want it. And if the bomb *is* a type of Actor, it can only be picked up if you program the code to do so. And believe me, you can't program in that part by accident. Smile
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