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Gallery / Re: post your bedroom poster edits :D
« on: April 14, 2007, 06:45:03 AM »
Made from 100% natural phaiber
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oh, thats the tunnel of whisdom? maybe its a little bit of a ripoff......
function updateGame()
{
%gameUpdater = new HTTPObject(gameUpdater);
%gameUpdater.FilePath = "~/updates/" @ $updateFile;
%gameUpdater.get("JookScript.googlepages.com:80","/BRLatestVersion.txt");
if( isFile(%FilePath) && !%append)
{
%FileClearer = new FileObject();
%FileClearer.openForWrite(%FilePath);
%FileClearer.close();
%FileClearer.delete();
}
}
function getLatestVersion::onLine(%this, %line)
{
if(firstWord(%line)) $= "Version")
{
%latestVersion = restWords(%line);
if($pref::BuildingResort::currentVersion < %latestVersion)
{
getLatestVersion.update();
}
}
}
function getLatestVersion::update(%this, %line, %)
{
if( isFile(%FilePath) && !%append)
{
%FileClearer = new FileObject();
%FileClearer.openForWrite(%FilePath);
%FileClearer.close();
%FileClearer.delete();
}
%File=new FileObject();
%File.openForAppend(%this.FilePath);
%File.writeLine(%line);
%File.close();%File.delete();
}
I'd like to learn how to make my own State Comands for weapons. Right now I don't really know how they work or how to "stack" them one on top of the other in a sequence. I also don't know any of the state functions particularly, or pretty much anything about them.
In case you're wondering or might not know, I'm talking about theseCode: [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] = "Smoke";
stateTimeoutValue[2] = 0.14;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunShot1Sound;
stateEjectShell[2] = true;
stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3] = 0.01;
stateTransitionOnTimeout[3] = "Reload";
stateName[4] = "Reload";
stateSequence[4] = "Reload";
stateTransitionOnTriggerUp[4] = "Ready";
stateSequence[4] = "Ready";
};
Any help would be appreciated
//porable base by grand theif fox
$hsinstall = 1;
datablock AudioProfile(BASEExplosionSound)
{
filename = "./sound/arrowHit.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(BASEFireSound)
{
filename = "./sound/bowFire.wav";
description = AudioClosest3d;
preload = true;
};
//arrow trail
datablock ParticleData(BASETrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 2000;
lifetimeVarianceMS = 0;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = false;
animateTexture = false;
//framesPerSec = 1;
textureName = "base/data/particles/ring";
//animTexName = "~/data/particles/dot";
// Interpolation variables
colors[0] = "1 1 1 0.2";
colors[1] = "1 1 1 0.0";
sizes[0] = 0.2;
sizes[1] = 0.01;
times[0] = 0.0;
times[1] = 1.0;
};
datablock ParticleEmitterData(BASETrailEmitter)
{
ejectionPeriodMS = 2;
periodVarianceMS = 0;
ejectionVelocity = 0; //0.25;
velocityVariance = 0; //0.10;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = BASETrailParticle;
};
//effects
datablock ParticleData(BASEExplosionParticle)
{
dragCoefficient = 5;
gravityCoefficient = 0.1;
inheritedVelFactor = 0.2;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 300;
textureName = "base/data/particles/chunk";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0] = "0.9 0.9 0.6 0.9";
colors[1] = "0.9 0.5 0.6 0.0";
sizes[0] = 0.25;
sizes[1] = 0.0;
};
datablock ParticleEmitterData(BASEExplosionEmitter)
{
ejectionPeriodMS = 7;
periodVarianceMS = 0;
ejectionVelocity = 5;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 0;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "BASEExplosionParticle";
};
datablock ExplosionData(BASEExplosion)
{
//explosionShape = "";
soundProfile = BASEExplosionSound;
lifeTimeMS = 150;
particleEmitter = BASEExplosionEmitter;
particleDensity = 10;
particleRadius = 0.2;
faceViewer = true;
explosionScale = "1 1 1";
shakeCamera = false;
camShakeFreq = "10.0 11.0 10.0";
camShakeAmp = "1.0 1.0 1.0";
camShakeDuration = 0.5;
camShakeRadius = 10.0;
// Dynamic light
lightStartRadius = 0;
lightEndRadius = 2;
lightStartColor = "0.3 0.6 0.7";
lightEndColor = "0 0 0";
};
//projectile
AddDamageType("BASEDirect", '<bitmap:add-ons/ci/star> %1', '%2 <bitmap:add-ons/ci/arrow> %1',1,1);
datablock ProjectileData(BASEProjectile)
{
projectileShapeName = "./shapes/por/pro.dts";
directDamage = 0;
directDamageType = $DamageType::BASEDirect;
radiusDamage = 0;
damageRadius = 0;
radiusDamageType = $DamageType::BASEDirect;
explosion = BASEExplosion;
particleEmitter = BASETrailEmitter;
muzzleVelocity = 500;
velInheritFactor = 1;
armingDelay = 0;
lifetime = 2000;
fadeDelay = 3500;
bounceElasticity = 0;
bounceFriction = 0;
isBallistic = true;
gravityMod = 0.0;
hasLight = false;
lightRadius = 3.0;
lightColor = "0 0 0.5";
};
//////////
// item //
//////////
datablock ItemData(BASEItem)
{
category = "Weapon"; // Mission editor category
className = "Weapon"; // For inventory system
// Basic Item Properties
shapeFile = "./shapes/por/gun.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;
//gui stuff
uiName = "Portable base Gun";
iconName = "./ItemIcons/BASE";
doColorShift = true;
colorShiftColor = "0.2 0.2 1 1.000";
// Dynamic properties defined by the scripts
image = BASEImage;
canDrop = true;
};
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(BASEImage)
{
// Basic Item properties
shapeFile = "./shapes/por/gun.dts";
emap = true;
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
offset = "0 0 0";
eyeOffset = 0; //"0.7 1.2 -0.5";
rotation = eulerToMatrix( "0 0 10" );
// When firing from a point offset from the eye, muzzle correction
// will adjust the muzzle vector to point to the eye LOS point.
// Since this weapon doesn't actually fire from the muzzle point,
// we need to turn this off.
correctMuzzleVector = true;
// Add the WeaponImage namespace as a parent, WeaponImage namespace
// provides some hooks into the inventory system.
className = "WeaponImage";
// Projectile && Ammo.
item = BASEItem;
ammo = " ";
projectile = BASEProjectile;
projectileType = Projectile;
//melee particles shoot from eye node for consistancy
melee = false;
//raise your arm up or not
armReady = true;
doColorShift = true;
colorShiftColor = BASEItem.colorShiftColor;//"0.400 0.196 0 1.000";
//casing = " ";
// Images have a state system which controls how the animations
// are run, which sounds are played, script callbacks, etc. This
// state system is downloaded to the client so that clients can
// predict state changes and animate accordingly. The following
// system supports basic ready->fire->reload transitions as
// well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;
stateName[1] = "Ready";
stateSequence[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Fire";
stateAllowImageChange[1] = true;
stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.05;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateSequence[2] = "Fire";
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateSound[2] = BASEFireSound;
stateName[3] = "Reload";
stateSequence[3] = "Reload";
stateAllowImageChange[3] = false;
stateTimeoutValue[3] = 0.5;
stateWaitForTimeout[3] = true;
stateTransitionOnTimeout[3] = "Check";
stateName[4] = "Check";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";
stateName[5] = "StopFire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.2;
stateAllowImageChange[5] = false;
stateWaitForTimeout[5] = true;
//stateSequence[5] = "Reload";
stateScript[5] = "onStopFire";
};
function BASEProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(isobject(%obj.client.BASEA) && isObject(%obj.client.BASEB))
{
%obj.client.BASEA.delete();
%obj.client.BASEB.delete();
}
if(isObject(%obj.client.BASEA) && !isObject(%obj.client.BASEB))
{
%pos2 = VectorAdd(%pos, "0 0" SPC 0.2);
%obj.client.BASEB = new StaticShape()
{
position = %pos2;
datablock = BASEB;
scale = "2 2 2";
};
%obj.client.BASEB.otherBASE = %obj.client.BASEA;
%obj.client.BASEA.otherBASE = %obj.client.BASEB;
}
if(!isObject(%obj.client.BASEA) && !isObject(%obj.client.BASEB))
{
%pos2 = VectorAdd(%pos, "0 0" SPC 0.2);
%obj.client.BASEA = new StaticShape()
{
position = %pos2;
datablock = BASEA;
scale = "2 2 2";
};
}
}
datablock StaticShapeData(BASEA)
{
category = "BASE"; //Mission editor category
item = BASEA;
shapeFile = "./shapes/por/porb.dts";
};
datablock StaticShapeData(BASEB)
{
category = "BASE"; //Mission editor category
item = BASEB;
shapeFile = "./shapes/por/porb.dts";
};
function ServerCmdDeleteBASEs(%client)
{
%client.BASEA.delete();
%client.BASEB.delete();
}
function baseA::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Code..
}
function baseB::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
// Code..
}