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    hey i saw this mod it is promising and the reviews arent grate i havent tried it but i have looked at the code and wanted to help so ill give you some code of the functions that should(hopefully) fix some errors ill put them here
    infinity: private void infinity(int h)
    {
    if (h > 0)
    {
    Entity[] stopEntities = World.GetNearbyEntities(myPosition, 20f);
    foreach (Entity entity in stopEntities)
    {
    if (!entity.Equals(Game.Player.Character))
    {
    entity.FreezePosition = true;
    }
    }

    // Freeze bullets within range
    foreach (Projectile bullet in World.GetAllProjectiles())
    {
    if (Vector3.DistanceSquared(bullet.Position, myPosition) < 20f * 20f)
    {
    bullet.FreezePosition = true;
    }
    }
    }
    else
    {
    Entity[] unfreezeEntities = World.GetNearbyEntities(myPosition, 20f);
    foreach (Entity entity in unfreezeEntities)
    {
    if (!entity.Equals(Game.Player.Character))
    {
    entity.FreezePosition = false;
    }
    }

    // Unfreeze bullets within range
    foreach (Projectile bullet in World.GetAllProjectiles())
    {
    if (Vector3.DistanceSquared(bullet.Position, myPosition) < 20f * 20f)
    {
    bullet.FreezePosition = false;
    }
    }
    }
    }
    this should hopefully also freeze projectiles in the radius
    purple: private void purple(int p)
    {
    Game.Player.Character.FreezePosition = true;
    if (p > 0)
    {
    Entity[] destroy;
    Vector3 facing = Game.Player.Character.ForwardVector;
    Vector3 purpleAt;
    if (p < 120)
    {
    purpleAt = myPosition + (120 - p) / 10 * facing;
    World.DrawLightWithRange(myPosition + (120 - p) / 10 * facing, Color.Purple, 7f, 1000f);
    World.DrawLightWithRange(myPosition + (120 - p) / 10 * facing, Color.White, 7f, 300f);
    }
    else
    {
    purpleAt = myPosition + (p - 120) * facing;
    World.DrawLightWithRange(purpleAt, Color.Purple, 7f, 1000f);
    World.DrawLightWithRange(purpleAt, Color.White, 7f, 300f);
    }

    destroy = World.GetNearbyEntities(purpleAt, 60f);
    for (int i = 0; i < destroy.Length; i++)
    {
    Entity poorThing = destroy[i];
    if (poorThing != null && !poorThing.Equals(Game.Player.Character))
    {
    if (poorThing is Vehicle)
    {
    Vehicle v = (Vehicle)poorThing;
    v.Explode();
    if (v != null)
    {
    v.MarkAsNoLongerNeeded(); // Mark vehicle for later removal
    }
    }
    else
    {
    poorThing.MarkAsNoLongerNeeded(); // Mark entity for later removal
    }
    }
    }
    }
    else
    {
    Game.Player.Character.FreezePosition = false; // Reset freeze state after ability finishes
    }
    }
    and that should fix purple aswell as stop the crashes good luck with the mod ill check in occasionally to see the development(there's comments in the code to help you)

    Tüm yorumu okumak için genişlet
    29 Mart 2024, Cuma