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Messages - Pineapple

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1
Modification Help / Re: Yuki's Weapon pack
« on: March 18, 2007, 10:43:12 PM »
Not all hope is lost, heres a fix to make the weapons like this:

Sten:
*Click*
-bang
-bang
-bang
-bang

Battle Rifle:
*Click*
-booom -boooom -booom
-booom -boooom -booom
-booom -boooom -booom

Battle Rifle's state system code:
Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Fire2";
stateTimeoutValue[2]            = 0.07;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = BattleRifleFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2]       = true;

stateName[3]                    = "Fire2";
stateTransitionOnTimeout[3]     = "Fire3";
stateTimeoutValue[3]            = 0.07;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
stateEmitter[3] = BattleRifleFlashEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = gunShot1Sound;
stateEjectShell[3]       = true;

stateName[4]                    = "Fire3";
stateTransitionOnTimeout[4]     = "Smoke";
stateTimeoutValue[4]            = 0.07;
stateFire[4]                    = true;
stateAllowImageChange[4]        = false;
stateSequence[4]                = "Fire";
stateScript[4]                  = "onFire";
stateWaitForTimeout[4] = true;
stateEmitter[4] = BattleRifleFlashEmitter;
stateEmitterTime[4] = 0.05;
stateEmitterNode[4] = "muzzleNode";
stateSound[4] = gunShot1Sound;
stateEjectShell[4]       = true;

stateName[5]                    = "Fire4";
// stateTransitionOnTimeout[5]     = "Smoke";
// stateTimeoutValue[5]            = 0.07;
stateFire[5]                    = true;
stateAllowImageChange[5]        = false;
stateSequence[5]                = "Fire";
stateScript[5]                  = "onFire";
// stateWaitForTimeout[5] = true;
stateEmitter[5] = BattleRifleFlashEmitter;
stateTransitionOnTriggerUp[5]     = "Smoke";
stateEmitterTime[5] = 0.05;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = gunShot1Sound;
stateEjectShell[5]       = true;

stateName[6] = "Smoke";
stateEmitter[6] = BattleRifleSmokeEmitter;
stateEmitterTime[6] = 0.05;
stateEmitterNode[6] = "muzzleNode";
// stateTimeoutValue[6]            = 0.20;
//Lets fix this:
// stateTransitionOnTimeout[6]     = "Reload";
stateTransitionOnTriggerDown[6]  = "Fire";

// stateName[7] = "Reload";
// stateSequence[7]                = "Reload";
// stateTransitionOnTriggerUp[7]     = "Ready";
// stateSequence[7] = "Ready";

};

Sten's state system code:
Code: [Select]
   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.1;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
// stateWaitForTimeout[2] = true;
stateEmitter[2] = aStenFlashEmitter;
stateEmitterTime[2] = 0.01;
stateEmitterNode[2] = "tailNode";
stateSound[2] = gunShot1Sound;
   stateSequence[2]                = "Fire";
stateTransitionOnTriggerUp[2]     = "Smoke";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = StenSmokeEmitter;
stateEmitterTime[3] = 0.01;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";

stateTransitionOnTimeout[3]     = "Reload";

   //stateName[5] = "CoolDown";
   //stateTimeoutValue[5]            = 0.1;
//stateTransitionOnTimeout[5]     = "Reload";
   //stateSequence[5]                = "TrigDown";


// stateName[4] = "Reload";
// stateAllowImageChange[4]        = false;
// stateTimeoutValue[4]            = 0.1;
// stateWaitForTimeout[4] = true;
// stateTransitionOnTimeout[4]     = "Check";
//stateTransitionOnTriggerUp[4]     = "Ready";
// stateSequence[4] = "TrigDown";

// stateName[5] = "Check";
// stateTransitionOnTriggerUp[5] = "StopFire";
// stateTransitionOnTriggerDown[5] = "Ready";

stateName[6]                    = "StopFire";
stateTransitionOnTimeout[6]     = "Ready";
stateTimeoutValue[6]            = 0.1;
stateAllowImageChange[6]        = false;
stateWaitForTimeout[6]     = true;
//stateSequence[6]                = "Reload";
stateScript[6]                  = "onStopFire";

   stateName[7]   = "NoAmmo";
   stateTransitionOnAmmo[7] = "Ready";

};

2
AoT General / Re: Orc Shoppers
« on: March 18, 2007, 02:23:03 PM »
blae

3
Gallery / Re: The Giant Me
« on: March 10, 2007, 01:39:07 PM »
8/10

4
Music / REQUEST: Hamster Song looping
« on: March 07, 2007, 11:48:28 PM »
Title says it all.

Pages: [1]