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Modification Help / Re: noShootCrouch package problem
« on: May 08, 2019, 07:52:25 PM »
Thanks guys! I'm so glad
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package noShootCrouch
{
function Armor::onTrigger(%db, %this, %slot, %pos)
{
if(%slot == 3 && isObject(%this.getMountedImage(%pos?0:2)) )
{
if(%this.getName() $= "BlockSoldierArmor" || %this.getName() $= "BlockSoldierSArmor") //<-- this is the line I added
{
%this.mountImage(%this.getMountedImage(%pos?0:2), %pos*2);
%this.unMountImage(%pos?0:2);
}
}
parent::onTrigger(%db, %this, %slot, %pos);
}
};
activatePackage(noShootCrouch);
but it seems not working,it looks like the game thinks i'm using the wrong playertype,sry i never got around to testing, but the code looked fine when i glanced over it! glad to see such a high quality addon <3Thank you! and It's allright
Does it make random sounds without jump keyYes, unlike the dinos i made.
you should make it so the elephant just passively makes random sounds rather than on command. it'd be annoying to have an elephant noise every time i reload my ak47. and maybe parent /alarm so instead of your usual alarm sound it plays the elephant noiseIsn't the reload uses the 'light' key? anyways the elephant can't hold any weapon except his own weapon (Weapon_TuskAttack.cs), so you can't use youre ak47 or anything when you play as elephant. and if you ment that he will do sound when you ride on him, then it won't happen and that's because the 'jet' key is for 'leave vehicle'.
loving awesome although you theres some weird clicking noise at the start of all the audio, you should open them in like audacity and remove themwoah havn't recognized that, thanks.
@op, where did you get the decals?I made them. the shirt decals actually from my Jurassic Park Pack:
forgot to post this here yesterday;Looks fantastic
https://skfb.ly/6JGSV
(click to see full 4k render)
i feel like just bring the bottom of the belly down a few units and you're good. eg make him a tad fatter (belly-wise)
while we are sharing lego 3d models here is mine i made in the first year of collegeLooks great
could try looking at the rampage gamemode or the endlesszombie gamemodeThanks.
package Dinofootstep
{
function gameConnection::spawnPlayer(%this,%data,%player,%slot,%io, %obj)
{
parent::spawnPlayer(%this);
%this.player.oldDatablock = %this.player.getDatablock();
if(%this.player.oldDatablock == BrachiosaurusJPHoleBot.getID() || %this.player.oldDatablock == IndominusRexHoleBot.getID() || %this.player.oldDatablock == SpinosaurusHoleBot.getID() || %this.player.oldDatablock == TyrannosaurusRexHoleBot.getID())
%this.player.DinofootLoop();
}
function Armor::onNewDataBlock(%this, %obj)
{
Parent::onNewDataBlock(%this, %obj);
%obj.updateDinofootsteps = %obj.schedule(0, "updateDinofootsteps");
}
function Player::updateDinofootsteps(%this, %lastVert)
{
cancel(%this.updateDinofootsteps);
if (%this.getState() $= "Dead")
{
return;
}
%velocity = %this.getVelocity();
%vert = getWord(%velocity, 2);
%horiz = vectorLen(setWord(%velocity, 2, 0));
if (%lastVert < $Dinofootsteps_MIN_LANDING && %vert >= 0)
{
%this.getDataBlock().onLand(%this);
}
%this.updateDinofootsteps = %this.schedule(32, "updateDinofootsteps", %vert);
}
function player::DinofootLoop(%this)
{
//echo("DinofootLoop WOOOOO!@#@#$@#4");
if($Dinofootsteps)
{
%pos = getWords(%this.getPosition(), 0, 1);
if(%this.f_lastPos $= getWords(%this.getPosition(), 0, 1) || %this.crouch || !%this.isOnGround())
{
//echo("same position");
//do nothing!
}
else if(!%this.isMounted())
{
//echo("diff position");
if(makePositive(getWord(%this.getVelocity(),0)) < 8 && makePositive(getWord(%this.getVelocity(),1)) < 8)
{
%this.playDinofootstep(1);
}
else
{
%this.playDinofootstep(2);
}
%this.f_lastPos = getWords(%this.getPosition(), 0, 1);
}
//echo("@#@#$@#%@#$@#$NUMBER 2");
%this.schedule(870, DinofootLoop);
//windNoiseLoop(%this);
}
}
How should the code look when I do the same for bots? thanks
Conan's really been pumping things out recently. Keep it up, buddy!