Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - TableSalt

Pages: [1] 2 3 4 5 6 ... 1039
1
Games / Re: Perennial
« on: August 16, 2024, 03:59:19 AM »
its been 3000 years reaction image

2
it works thx

3
what you would do is use a script callback and mount an image to the player's muzzle node during the charge state (the charging emitter) and in the abort script callback you would delete said image then play the smoke emitter
this is what i desire. how would one mount such an image to such a node

4
i know that waiting for timeout would work but i would like to be able to release the charge early

5
Code: [Select]
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateTransitionOnTimeout[1] = "Ready";
stateWaitForTimeout[1] = false;
stateTimeoutValue[1] = 0.2;

stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = staticBeamFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = noTimeFireSound;

stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;

stateName[4] = "Reload";
stateTimeoutValue[4] = 1.0;
stateTransitionOnTimeout[4] = "Ready";
stateWaitForTimeout[4] = true;

stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;

6
no, they are actually overlapping, the charge particle has a very short lifetime so any overlap caused in the way you described would be minuscule
i tested it with the added delay state and the emitter will still continue through that and into the smoke state and onward

7
that does not seem to be the case unless im missing something obvious

Code: [Select]
stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;

...

stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;

both emitters will play at the same time on the same node

8
i have a wepon that charges up and it does an emitter while its charging and i want to turn off that emitter when the charge is released early. right now it continues to play the emitter for the full defined duration even after switching states

9
Off Topic / Re: pride month 2024
« on: June 01, 2024, 03:40:33 AM »
count me in

10
Off Topic / Re: Name anagrams - ear mans manga
« on: May 14, 2024, 07:06:50 AM »
ball taste

11
thanks

12
Forum Games / Re: Word Association
« on: February 17, 2024, 04:56:29 PM »
YUMMY

13
Creativity / Re: Drawings Megathread
« on: February 11, 2024, 04:04:01 PM »
i made an emblem

14
life is so unfair

15
masterlegodude

Pages: [1] 2 3 4 5 6 ... 1039