Hello there! I vanished for a couple of days to focus on other things, but here I am again, struggling with scripts. I'm still trying to get bleeding wound to work the way I want to, but as always, something goes wrong:
What I have:
Spoiler
Script "RUPTURE" (void) //Open wound inflicted by monsters
{
SetActivator(0, AAPTR_TRACER);
int armorsave = GetArmorInfo(ARMORINFO_SAVEPERCENT);
int i;
What I want:
I want the script to run from the player once the attack hits him. I added the +HITTRACER flag to said attack projectile, and put the ACS_namedexecute command on its death state, but it doesn't work. I even tried to change SetActivator(0, AAPTR_TRACER); with AAPTR_PLAYER1 just to test things out, but nothing. And yes, the "canbleed" dummy item is in player's inventory.
Running out of idea at this point (again, as always... meh). What do you think?
Hello there! I vanished for a couple of days to focus on other things, but here I am again, struggling with scripts. I'm still trying to get bleeding wound to work the way I want to, but as always, something goes wrong:
What I have:
Script "RUPTURE" (void) //Open wound inflicted by monsters
{
SetActivator(0, AAPTR_TRACER);
int armorsave = GetArmorInfo(ARMORINFO_SAVEPERCENT);
int i;
If (CheckInventory("Canbleed") && armorsave < 32.0)
{
for (i=0;i<10;i++)
{
Thing_Damage2(0,2,"poisondamage");
SetHudSize(640, 480, true);
setfont("SCRATCH");
HudMessage(s:"A"; HUDMSG_FADEINOUT, 202, CR_UNTRANSLATED, 100.0, 240.0,10.0);
delay(35*3);
}
}
}
What I want:
I want the script to run from the player once the attack hits him. I added the +HITTRACER flag to said attack projectile, and put the ACS_namedexecute command on its death state, but it doesn't work. I even tried to change SetActivator(0, AAPTR_TRACER); with AAPTR_PLAYER1 just to test things out, but nothing. And yes, the "canbleed" dummy item is in player's inventory.
Running out of idea at this point (again, as always... meh). What do you think?
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