for the no fall bhop... if u mean a no fall damage block that also is a bhop you can simply put in the block under pfn_touch so it's a bhop... like this:
Code:
else if (blockType == BM_BHOP || blockType == BM_BHOP_NOSLOW || blockType == BM_NOFALLDMG_BHOP)
{
//set bhop block to be SOLID_NOT after 0.1 seconds
set_task(0.1, "taskSolidNot", TASK_BHOPSOLIDNOT + ent);
}
and then just use the the nofalldmg action like this:
Code:
case BM_NOFALLDMG_BHOP: actionNoFallDamage(id);
for damagebhop it's just the same i'm gonna show with the same code as above:
Code:
else if (blockType == BM_BHOP || blockType == BM_BHOP_NOSLOW || blockType == BM_NOFALLDMG_BHOP || blockType == BM_DMG_BHOP)
{
//set bhop block to be SOLID_NOT after 0.1 seconds
set_task(0.1, "taskSolidNot", TASK_BHOPSOLIDNOT + ent);
}
and then simply use action for the damage block
Code:
case BM_DMG_BHOP: actionDamage(id);
water I think is just a waste of time cuz' even if u had all the necessary codes the block is not deep enough to swim in so it would be the same as a no fall damage block right? =S
that action code for the delayed bhop you got from capell is also in my opinion unecessary since u dont really need a cvar to change the time the block stays... sure if you're gonn'a put it in a public bm release you should propably use that so idiots can change it to... but otherwise you could add this under the same above like this:
Code:
else if (blockType == BM_BHOP || blockType == BM_BHOP_NOSLOW || blockType == BM_NOFALLDMG_BHOP || blockType == BM_DMG_BHOP)
{
//set bhop block to be SOLID_NOT after 0.1 seconds
set_task(0.1, "taskSolidNot", TASK_BHOPSOLIDNOT + ent);
}
else if (blockType == BM_BHOP_DELAYED)
{
//set bhop block to be SOLID_NOT after x seconds
set_task(2.0, "taskSolidNot", TASK_BHOPSOLIDNOT + ent);
}
and then the yellow 2.0 is the seconds it will stay solid. Thats all you need to change if u want it longer or shorter... now you don't need a action code at all