//function DropAdren(xPawn Dying)
//{
// local float AdrToDrop;
// local int i;
// local AdrenalineReward Adre;
// //local int counter; //for debug
// //counter=0;
//
// AdrToDrop=(AdrMin+Rand(AdrMax-AdrMin))/100.0;
// //log("Percent to drop : "$AdrToDrop);
// //log("How much he has : "$Dying.Controller.Adrenaline);
// AdrToDrop=Round(AdrToDrop*Dying.Controller.Adrenaline);
// //log("We'll remove :"$AdrToDrop);
// if (AdrToDrop==0) return;
This is an example of code that would allow someone to drop a % of adren as a pickup.
What I was thinking is maybe a feature to drop a certain percent of all their ammo so you can be rewarded with it as a pickup in TAM.
EX: You kill a player, they drop a small inventory item ( or all the ammo packs ) with a set % of each gun or maybe the gun they were using.
//function DropAdren(xPawn Dying) //{ // local float AdrToDrop; // local int i; // local AdrenalineReward Adre; // //local int counter; //for debug // //counter=0; // // AdrToDrop=(AdrMin+Rand(AdrMax-AdrMin))/100.0; // //log("Percent to drop : "$AdrToDrop); // //log("How much he has : "$Dying.Controller.Adrenaline); // AdrToDrop=Round(AdrToDrop*Dying.Controller.Adrenaline); // //log("We'll remove :"$AdrToDrop); // if (AdrToDrop==0) return;
This is an example of code that would allow someone to drop a % of adren as a pickup.
What I was thinking is maybe a feature to drop a certain percent of all their ammo so you can be rewarded with it as a pickup in TAM.
EX: You kill a player, they drop a small inventory item ( or all the ammo packs ) with a set % of each gun or maybe the gun they were using.