I have created a trainer for HA3, but still need help... I don't know how to read certain points... Such as shooting rate and unlimited reload... If someone can get me a hand; I would be appreciated. Here are my codes:
Private Sub Form_Load()
Flash.Play
guns.AddItem ("Knife")
guns.AddItem ("Bow&Arrow")
guns.AddItem ("Grenade")
guns.AddItem ("Pistol")
guns.AddItem ("Machinegun")
guns.AddItem ("AkimboMac10")
guns.AddItem ("ChainGun")
guns.AddItem ("Shotgun")
guns.AddItem ("DoubleShotgun")
guns.AddItem ("SniperRifle")
guns.AddItem ("GrenadeLauncher")
guns.AddItem ("RPG")
guns.AddItem ("RocketLauncher")
guns.AddItem ("SeekerLauncher")
guns.AddItem ("DrunkenLauncher")
guns.AddItem ("GuidedLauncher")
guns.AddItem ("FlakCannon")
guns.AddItem ("ShotgunRockets")
guns.AddItem ("FlameThrower")
guns.AddItem ("SparkPlug")
guns.AddItem ("GooGun")
guns.AddItem ("Bladerang")
guns.AddItem ("LaserRifle")
guns.AddItem ("AutoLaserRifle")
guns.AddItem ("ShotgunLaser")
guns.AddItem ("RailGun")
guns.AddItem ("Anytime")
guns.AddItem ("AirStrike")
guns.AddItem ("Soundwave")
guns.AddItem ("A-BombLauncher")
guns.AddItem ("BlackHoleGenerator")
End Sub
Private Sub guns_Click()
'Need to make a list of weapons and able to scroll back and forward. Will start on project later!
If guns = "Knife" Then
Call Flash.SetVariable("player.cgun", 1)
End If
If guns = "Arrow&Bow" Then
Call Flash.SetVariable("player.cgun", 2)
End If
If guns = "Pistol" Then
Call Flash.SetVariable("player.cgun", 3)
End If
If guns = "MachineGun" Then
Call Flash.SetVariable("player.cgun", 4)
End If
If guns = "AkimboMac10" Then
Call Flash.SetVariable("player.cgun", 6)
End If
If guns = "Shotgun" Then
Call Flash.SetVariable("player.cgun", 7)
End If
If guns = "GrenadeLauncher" Then
Call Flash.SetVariable("player.cgun", 10)
End If
If guns = "RPG" Then
Call Flash.SetVariable("player.cgun", 11)
End If
If guns = "RocketLauncher" Then
Call Flash.SetVariable("player.cgun", 12)
End If
If guns = "SeekerLauncher" Then
Call Flash.SetVariable("player.cgun", 13)
End If
If guns = "ShotgunRockets" Then
Call Flash.SetVariable("player.cgun", 17)
End If
If guns = "FlameThrower" Then
Call Flash.SetVariable("player.cgun", 20)
End If
If guns = "RailGun" Then
Call Flash.SetVariable("player.cgun", 25)
End If
If guns = "Taser" Then
Call Flash.SetVariable("player.cgun", 28 )
End If
End Sub
Private Sub Jump1_Click()
Call Flash.SetVariable("player.hyperJump", Jump.Text)
If HJT.Enabled = False Then
HJT.Enabled = True
Else
HJT.Enabled = False
End If
End Sub
Private Sub HJT_Timer()
Call Flash.SetVariable("player.hyperJump", Jump.Text)
End Sub
Private Sub HP1_Click()
Call Flash.SetVariable("player.health", HP)
If HPT.Enabled = False Then
HPT.Enabled = True
Else
HPT.Enabled = False
End If
End Sub
Private Sub HPT_Timer()
Call Flash.SetVariable("player.health", HP)
End Sub
Private Sub Reset_Click()
Flash.LoadMovie 0, " "
Flash.LoadMovie 0, "C:\tower.swf"
End Sub
+ Reply to Thread
Results 1 to 2 of 2
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This are some simple codes I grab from the game. Might be useful for you guys to help me with. The health for player is player.health. I don't know how to unlocked one weapon at a time so i use the stats.cgun method.
if (this.hitTest(player.hit))
{
if (this.type == -1)
{
player.health = Math.min(player.maxHealth, player.health + 30);
addCenteredPopUp(this._x + 16, this._y + 16, "Health", true);
}
else if (this.type >= guns.length)
{
var _loc3 = 1 << random(3);
if (_loc3 & POWERUP_TIMESINK)
{
powerups.push({powerup: _loc3, t: frameRate * 10});
addCenteredPopUp(this._x + 16, this._y + 16, "TimeSink", true);
}
else if (_loc3 & POWERUP_INVULNERABLE)
{
powerups.push({powerup: _loc3, t: frameRate * 15});
addCenteredPopUp(this._x + 16, this._y + 16, "Invulnerable", true);
}
else if (_loc3 & POWERUP_TRIDAMAGE)
{
powerups.push({powerup: _loc3, t: frameRate * 10});
addCenteredPopUp(this._x + 16, this._y + 16, "TriDamage", true);
} // end else if
}
else
{
player.ggun = this.type;
player.guns[this.type].bullets = player.guns[this.type].bullets + guns[this.type].clip;
if (!stats.guns[this.type].unlocked)
{
stats.guns[this.type].unlocked = true;
addCenteredPopUp(this._x + 16, this._y + 16, guns[this.type].name + " Unlocked!", true);
}
else
{
addCenteredPopUp(this._x + 16, this._y + 16, guns[this.type].name, true);
} // end else if
} // end else if
sb.start("sPickup");
setScore(_root.safescore + 1000);
score = score + 10;
removeArray(this, this.arr);
} // end if
------------------------------------------------------------------------------------
I might also need infinite time too. Here's the similiarity codes to:
if (KeyisDown(timeKey) && player.timeDistortTime > 0 && timeKeyD)
{
cSpeed = cSpeed - 1.000000E-001;
if (timeMode == 0)
{
if (!timeSink)
{
--player.timeDistortTime;
} // end if
if (cSpeed < minGameSpeed)
{
cSpeed = minGameSpeed;
} // end if
}
else if (timeMode == 1)
{
if (!timeSink)
{
--player.timeDistortTime;
} // end if
_loc2 = 1;
if (cSpeed < minGameSpeed)
{
if (!timeSink)
{
--player.timeDistortTime;
} // end if
cSpeed = minGameSpeed;
} // end if
}
else if (timeMode == 2)
{
if (!timeSink)
{
--player.timeDistortTime;
} // end if
} // end if
_loc2 = 2;
if (cSpeed < 0)
{
if (!timeSink)
{
player.timeDistortTime = player.timeDistortTime - 2;
} // end if
cSpeed = 0;
} // end else if
--------------------------------------------------------------------------------------
I also don't know how to set the jumps to infinite. In this game, you can jump three times in mid-air. Here, I use player.hyperjump as Jump High. Code:
function enemyKill(drawPoints)
{
var _loc3 = this.maxHealth + -this.health;
setScore(_root.safescore + _loc3 * 100);
score = score + _loc3;
player.timeDistortTime = Math.min(player.maxTimeDistortTime, player.timeDistortTime + Math.max(25, Math.floor(_loc3 / 10)));
var _loc4 = 0;
if (stats.drawpoints && drawPoints)
{
_loc4 = _loc4 + addCenteredPopUp(this._x + this.w2, this._y + this.h2, "+" + int(_loc3) + "00", true)._height;
} // end if
if (player.hyperJump)
{
player.guns[gunsHyper[0]].bullets = player.guns[gunsHyper[0]].bullets + gunsHyper[1];
addCenteredPopUp(this._x + this.w2, this._y + this.h2 + _loc4, guns[gunsHyper[0]].name, true);
} // end if
if (this.o.p & ENEMY_DROPITEM)
{
dropItem(this._x + this.w2, this._y + this.h2, int(this.o.a[0]), false);
} // end if
--------------------------------------------------------------------------------------
Finally, comes to the guns part:
guns = new Array();
guns[0] = {name: "Knife", gun: knife, reloadtime: 15, recoil: 0, recoiltime: 15, speed: 20, damage: 50, aim: 0, flash: 0, clip: Number.POSITIVE_INFINITY, unlocked: true, info: "A simple melee weapon and the last line of defense, it does high damage for it\'s reload time, however you must be extremely close to the enemy for it to do damage"};
guns[1] = {name: "Bow&Arrow", gun: bowArrow, reloadtime: 20, recoil: -5, recoiltime: 10, speed: 12, damage: 30, aim: 6, flash: 0, clip: Number.POSITIVE_INFINITY, unlocked: false, info: "A primitive weapon, it does good damage, but it is hard to aim"};
guns[2] = {name: "Grenade", gun: grenade, reloadtime: 20, recoil: -50, recoiltime: 12, speed: 12, damage: 50, aim: 2, flash: 0, clip: 25, unlocked: true, info: "The basic explosive weapon, does high damage, but is hard to aim. After the initial damage, the explosion itself will also damage an enemy"};
guns[3] = {name: "Pistol", gun: machineGun, reloadtime: 8, recoil: 10, recoiltime: 6, speed: 10, damage: 10, aim: 4, flash: 1, clip: Number.POSITIVE_INFINITY, unlocked: true, info: "The work-horse of weapons. Good damage, fast reload and easy to aim. The Pistol is usually the most used weapon in a soldiers arsenal"};
guns[4] = {name: "MachineGun", gun: machineGun, reloadtime: 5, recoil: 5, recoiltime: 3, speed: 10, damage: 10, aim: 2, flash: 2, clip: 150, unlocked: true, info: "Fast firing, good damage and fast reload. A great all purpose weapon."};
guns[5] = {name: "AkimboMac10\'s", gun: mac10, reloadtime: 4, recoil: 4, recoiltime: 2, speed: 10, damage: 8, aim: 10, flash: 8, clip: 75, unlocked: true, info: "For the action movie fan, fast firing, two bullets per shot"};
guns[6] = {name: "ChainGun", gun: machineGun, reloadtime: 2, recoil: 3, recoiltime: 2, speed: 10, damage: 10, aim: 6, flash: 5, clip: 100, unlocked: false, info: "Fires bullets faster than any other gun, has high recoil so aim carefully"};
guns[7] = {name: "Shotgun", gun: shotGun, reloadtime: 25, recoil: 15, recoiltime: 15, speed: 10, damage: 15, aim: 0, flash: 3, clip: 20, unlocked: true, info: "Shoots 4 bullets at once, aim carefully, they spread"};
guns[8] = {name: "DoubleShotgun", gun: doubleShotGun, reloadtime: 35, recoil: 20, recoiltime: 15, speed: 10, damage: 10, aim: 0, flash: 4, clip: 15, unlocked: false, info: "The super shotgun! Shoots 8 bullets at once with heavy spread"};
guns[9] = {name: "SniperRifle", gun: sniperGun, reloadtime: 20, recoil: 30, recoiltime: 25, speed: 75, damage: 75, aim: 0, flash: 5, clip: 12, unlocked: false, info: "Super accurate weapon with laser sight, almost impossible to miss with"};
guns[10] = {name: "GrenadeLauncher", gun: grenadeLauncher, reloadtime: 30, recoil: 30, recoiltime: 20, speed: 18, damage: 75, aim: 4, flash: 10, clip: 15, unlocked: true, info: "Fires grenades at moderate speeds with an arc, aim carefully. Great for taking out ground troops"};
guns[11] = {name: "RPG", gun: RPG, reloadtime: 25, recoil: 35, recoiltime: 25, speed: 1, damage: 85, aim: 4, flash: 10, clip: 15, unlocked: true, info: "Rocket Propelled Grenades, for when you need a grenade to get there on time. The grenade leaves the gun at a very low speed, but accelerates to incredible speeds"};
guns[12] = {name: "RocketLauncher", gun: rocketLauncher, reloadtime: 40, recoil: 50, recoiltime: 30, speed: 6, damage: 100, aim: 0, flash: 6, clip: 11, unlocked: true, info: "The standard launcher, shoots slow straight firing rockets"};
guns[13] = {name: "SeekerLauncher", gun: seekerLauncher, reloadtime: 50, recoil: 50, recoiltime: 30, speed: 6, damage: 100, aim: 0, flash: 6, clip: 7, unlocked: true, info: "Shoots rockets which automatically seek the closest enemy, almost guaranteed to hit"};
guns[14] = {name: "DrunkenLauncher", gun: drunkenLauncher, reloadtime: 60, recoil: 50, recoiltime: 30, speed: 6, damage: 50, aim: 0, flash: 6, clip: 6, unlocked: false, info: "Fires 3 drunken rockets that fly around randomly, very hard to aim"};
guns[15] = {name: "GuidedLauncher", gun: guidedLauncher, reloadtime: 50, recoil: 50, recoiltime: 30, speed: 6, damage: 100, aim: 0, flash: 6, clip: 9, unlocked: false, info: "Guided rockets are special, fire them and they follow where you aim, keep your aim on an enemy, and it will aim to it"};
guns[16] = {name: "FlakCannon", gun: flakCannon, reloadtime: 50, recoil: 50, recoiltime: 30, speed: 9, damage: 10, aim: 20, flash: 10, clip: 8, unlocked: false, info: "Shoots 20 separate pieces of flak at random speeds and trajectories. Extremely hard to aim with, get up close to do maximum damage"};
guns[17] = {name: "ShotgunRockets", gun: shotGunRockets, reloadtime: 40, recoil: 30, recoiltime: 20, speed: 7, damage: 25, aim: 0, flash: 9, clip: 7, unlocked: true, info: "Fires three small rockets, a devastating weapon"};
guns[18] = {name: "FlameThrower", gun: flameThrower, reloadtime: 2, recoil: 1, recoiltime: 1, speed: 8, damage: 2, aim: 10, flash: 7, clip: 150, unlocked: true, info: "For when you want to make toast from your enemies. Does its damage over its entire life, but does less damage the bigger the flame"};
guns[19] = {name: "SparkPlug", gun: sparkPlug, reloadtime: 15, recoil: 20, recoiltime: 10, speed: 10, damage: 30, aim: 0, flash: 11, clip: 30, unlocked: false, info: "Shoots two sparks which do equal damage"};
guns[20] = {name: "GooGun", gun: gooGun, reloadtime: 10, recoil: 10, recoiltime: 10, speed: 15, damage: 50, aim: 10, flash: 16, clip: 25, unlocked: false, info: "Goo is a strange substance, it will stick to the ground and do damage to anything that walks over it"};
guns[21] = {name: "Bladerang", gun: bladerang, reloadtime: 50, recoil: 50, recoiltime: 30, speed: 1, damage: 20, aim: 2, flash: 10, clip: 7, unlocked: false, info: "An extremely tricky gun to use, the projectile fires out forwards but soon returns like a boomerang. Aim it carefully, and you can hit your enemy twice!"};
guns[22] = {name: "LaserRifle", gun: laserGun, reloadtime: 16, recoil: 10, recoiltime: 10, speed: 50, damage: 30, aim: 2, flash: 13, clip: 25, unlocked: false, info: "The laser is one of the fastest moving projectiles, and it will pass through multiple enemies. It can do its damage multiple times to the same enemy"};
guns[23] = {name: "AutoLaserRifle", gun: laserGun, reloadtime: 8, recoil: 10, recoiltime: 10, speed: 50, damage: 20, aim: 10, flash: 14, clip: 25, unlocked: false, info: "Shoots lasers faster than the standard rifle, but is very inaccurate"};
guns[24] = {name: "ShotgunLasers", gun: laserShotGun, reloadtime: 30, recoil: 30, recoiltime: 15, speed: 50, damage: 20, aim: 0, flash: 15, clip: 12, unlocked: false, info: "Fires 3 lasers at once, in a large spread pattern"};
guns[25] = {name: "RailGun", gun: railGun, reloadtime: 75, recoil: 40, recoiltime: 20, speed: 500, damage: 200, aim: 0, flash: 0, clip: 6, unlocked: true, info: "Instant rail delivery. Fires depleted uranium slugs at near light-speed. If your aim is correct it is guaranteed to hit, even through walls"};
guns[26] = {name: "Anytime", gun: anytime, reloadtime: 150, recoil: 50, recoiltime: 30, speed: 100, damage: 130, aim: 4, flash: 17, clip: 5, unlocked: false, info: "It has been done, an upgraded RailGun! Anytime fires similar slugs to the RailGun, but they detonate when they come in contact with an enemy and do more damage. This added explosive power slows the shots down enough to be seen in slowed time"};
guns[27] = {name: "AirStrike", gun: airStrike, reloadtime: 40, recoil: -10, recoiltime: 5, speed: 0, damage: 0, aim: 0, flash: 0, clip: 4, unlocked: false, info: "While this device does no damage by itself, it calls down an AirStrike which bombards the field with rockets which do high damage each"};
guns[28] = {name: "Taser", gun: taser, reloadtime: 200, recoil: 10, recoiltime: 10, speed: 30, damage: 5, aim: 0, flash: 0, clip: 2, unlocked: true, info: "A large socket is fired at high speeds, when it comes in contact with an enemy, the Taser fires electricity over time that shocks the enemy. If the Taser is attached to an enemy, it is guaranteed to kill them"};
guns[29] = {name: "Soundwaave", gun: soundwaave, reloadtime: 10, recoil: 10, recoiltime: 10, speed: 15, damage: 10, aim: 0, flash: 18, clip: 30, unlocked: false, info: "Uber bass! Fires large waves of sound which do constant damage to enemies, and also shoots through walls"};
guns[30] = {name: "A-BombLauncher", gun: aBombLauncher, reloadtime: 300, recoil: 80, recoiltime: 40, speed: 4, damage: 500, aim: 0, flash: 6, clip: 3, unlocked: false, info: "U235 harnessed in the worst possible way. Fires extremely slow moving projectiles, that do incredible amounts of damage. The explosion fallout does equally high damage also"};
guns[31] = {name: "BlackHoleGenerator", gun: blackHoleGenerator, reloadtime: 600, recoil: 100, recoiltime: 50, speed: 0, damage: 0, aim: 0, flash: 12, clip: 1, unlocked: false, info: "The ultimate weapon. Nothing commands as much fear as this weapon. It fires a micro sized black-hole which will suck up all enemies that come in contact with it"};
gunsHyper = [4, 25];
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