lmd_stat

Status: 
Pending

Sets health, ammo, and/or force to the specified value until the player dies

Keys:
count - the count
ammotype - if using ammo, the specified ammo type is affected, else if empty, affects all types
rate - If the current value exceeds the max value, how fast it will tick down (like the extra health you get on spawn) to max

Flags:
1 -Sets health to count.
2 -Sets maximum health to count.
4 -Sets ammo to count.
6 - Sets maximum ammo to count.
8 - Sets force ammo to count.
16 - Sets max force ammo to count.

4.6
Your rating: None Average: 4.6 (5 votes)
Siebe
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Joined: 05/26/2010
not a bad idea. I see no

not a bad idea.

I see no problem with it.

supported I guess.

Crazy Assassin
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Joined: 05/13/2010
Supported as well.

Supported as well.

iMp
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Joined: 05/15/2010
i approve

i approve

NikitaRus
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Joined: 05/21/2010
Support this idea

Support this idea

delfin1
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Joined: 05/24/2010
If i can guess correctly, you

If i can guess correctly, you want to use this to make your own professions/clases.

In that case the flags you picked should just be fields, so that you can do it just by one entity. Easier to edit and place.

BUT! then it must be easier to just enable /class <name> for any gametype, and make the mod read usability keys from the class file.

EX: This player is level 20 force user and he/she types:
/class Jedi Master
Usability Error: you need profession 'Force User', level '35'
/class Jedi Knight
Class Info: <name>
MaxHealth: 100
StartHealth: 50
MaxArmor: 200
StartArmor: 0
forcepowers: FP_SABER_OFFENSE,2|FP_SABER_DEFENSE,2
...etc
Type /confirm yes to purchase class, /confirm no to cancel
/confirm yes

**At this point /skills is disabled for the player until he/she types

/class none
Type /confirm yes to abandon class

For servers who don't want to use the base classes, 3 options: (1) new file extension for lugormod classes, (2)require description "@LUGORMOD_JEDI_KNIGHT" for siege classes, (3) settings a cvar.

//Lugormod class def file.
ClassRequirements
{
Profession 1
Level 20
}

ClassInfo
{
name "Jedi Knight"
weapons WP_SABER
//saber1 single_4
//sabercolor 4
saberstyle SS_FAST|SS_MEDIUM|SS_STRONG
forcepowers FP_SABER_OFFENSE,2|FP_SABER_DEFENSE,2|FP_SABERTHROW,2|FP_LEVITATION,3|FP_SPEED,1|FP_PUSH,2|FP_PULL,2|FP_SEE,1|FP_ABSORB,1|FP_HEAL,1
maxhealth 100
maxarmor 0
startarmor 0
//model "jedi_hm" //this is optional, if it's here it forces the model to this.
speed 1.25
//skin "siege" //this is optional, if it's here it forces the skin to this.
//uishader "models/players/jedi_hm/icon_siege"
//class_shader "gfx/mp/c_icon_heavy_weapons"
}

description "@LUGORMOD_JEDI_KNIGHT"

RoboPhred
Offline
Joined: 05/06/2010
delfin, please dont hyjack

delfin, please dont hyjack issues into complex new features. I cannot add custom classes as I just have no time to work on this anymore. Simple things like stat are still possible, however.

Undecided on this right now, other issues are higher priority.