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...sorry for my bad english
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Hanoirose has written
Would it be possible to make the stranded-guy fall asleep instead of bleeding when tired? It has always bothered me that when he gets tired he starts losing health...
...sorry for my bad english![](img/smiles/bigsmilewink.gif)
...sorry for my bad english
![](img/smiles/bigsmilewink.gif)
I'd ask in the scripting questions. I tried looking for it but not much luck.
### Flint Knife (Firestone + Branch)
combi=start
id=Flint Knife
req=22
req=24
gen=125
script=start
play "mat_stone1.wav";
process "Making Flint Knife",2500;
script=end
combi=end
That's for combinations here's for items
### Flint Knife
id=125
name=Flint Knife
group=weapons
icon=gfx\crystalblade.bmp
model=gfx\crystalblade.b3d
scale=0.6
mat=stone
weight=700
info=a razor-sharp blade out of solid flint
behaviour=blade
damage=15
healthchange=0
EDIT:
Advanced guns
A Sniper: can kill from far away or from a stance
A Flamethrower: can set things on fire including a fireplace
A Machine gun: Similar to the sub-machine in the kidnap mod but it doesn't go up when fired
A Desert Eagle: A more powerful pistol
EDIT:
I've done the Machine gun, the Sniper, and the Desert Eagle, and I've also made a grenade.Here is some info about it
Grenade-explodes on contact 20 damage to animals and is extremely hard to make
edited 2×, last 13.08.09 04:44:34 pm
dart193 has written
I can say: use inhand thaen loop then if getplayer aqualung then air else exit.
*facepalm* If you know how to do it, why don't you do it?
EDIT:
Here is for a Leatherman Multi-Tool
### Leatherman
id=125
name=Leatherman
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,125,$Leathermans_qty,126;
equip 126;
msg "Knife Mode",4;
script=end
### Leatherman (Knife)
id=126
name=Leatherman (knife)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,126,$Leathermans_qty,127;
equip 127;
msg "Saw Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+25 Damage on Leaf
} elseif (compare_material($tmp,$tmp2,"leaf")==1){
damage $tmp,$tmp2,10;
}
freevar $tmp;
freevar $tmp2;
}
script=end
### Leatherman (saw)
id=127
name=Leatherman (saw)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,127,$Leathermans_qty,128;
equip 128;
msg "File Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+15 Bonus Damage on Wood
if (compare_material($tmp,$tmp2,"wood")==1){
$tmp3=15;
$tmp4=skillvalue("wood");
if ($tmp4>=50){$tmp3+=10;}
if ($tmp4>=100){$tmp3+=10;}
if ($tmp4>=200){$tmp3+=10;}
if ($tmp4>=400){$tmp3+=10;}
if ($tmp4>=800){$tmp3+=100;}
damage $tmp,$tmp2,$tmp3;
freevar $tmp3;
freevar $tmp4;
}
freevar $tmp;
freevar $tmp2;
}
script=end
### Leatherman (file)
id=128
name=Leatherman (file)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,128,$Leathermans_qty,129;
equip 129;
msg "Pliers Mode",4;
}
}
on:use {
play "barkbranchfire.wav";
process "filing nails",500;
}
script=end
### Leatherman (pliers)
id=129
name=Leatherman (pliers)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,129,$Leathermans_qty,130;
equip 130;
msg "Sciscors Mode",4;
}
}
on:attack1 {
speech "negative"
msg "What am I supposed to do with pliers?!";
}
script=end
### Leatherman (sciscors)
id=130
name=Leatherman (sciscors)
group=tool
icon=gfx\leatherman.bmp
model=gfx\ironbar.b3d
scale=2
behaviour=blade
mat=metal
weight=10
rate=1000
damage=5
info=my Leatherman Fuse
healthchange=0
script=start
on:attack2 {
alteritem $Leathermans_qty,130,$Leathermans_qty,125;
equip 125;
msg "Normal Mode",4;
}
}
on:impact {
$tmp=impact_class();
$tmp2=impact_id();
//+25 Damage on Leaf
} elseif (compare_material($tmp,$tmp2,"leaf")==1){
damage $tmp,$tmp2,10;
}
freevar $tmp;
freevar $tmp2;
}
script=end
edited 2×, last 23.08.09 04:15:42 pm