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Topics - Destiny/Zack0Wack0

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91
Modification Help / Homing RocketLauncher
« on: February 13, 2008, 07:24:49 PM »
"I'm in a bit of a pickle"

My homing rocket launcher Weapon works fine apart from one glitch.
When it homes in on someone and collides with them it does not kill itself.
Also I need to know the variable to check if the player its about to home in on is not in the minigame, if so it pulls out. If someone could help I would be much appreciative.
Please do not steal my idea -_-

Code: [Select]
//Homing RocketL.cs
//Made by Destiny - Original homing script by Qwertyuiopas.

//audio
datablock AudioProfile(HomingRocketFireSound)
{
   filename    = "./sound/rocketFire.wav";
   description = AudioClosest3d;
   preload = true;
};

datablock AudioProfile(HomingRocketExplodeSound)
{
   filename    = "./sound/tntExplode.wav";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(HomingRocketLoopSound)
{
   filename    = "./sound/rocketLoop.wav";
   description = AudioCloseLooping3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(HomingRocketFlashParticle)
{
dragCoefficient      = 1;
gravityCoefficient   = 1.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 1500;
lifetimeVarianceMS   = 150;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.4 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rocketLauncherFlashParticle";
};

datablock ParticleData(HomingRocketSmokeParticle)
{
dragCoefficient      = 5;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 300;
lifetimeVarianceMS   = 250;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;

   colors[0]     = "0.5 0.5 0.5 0.0";
colors[1]     = "0.5 0.5 0.5 0.9";
colors[2]     = "0.5 0.5 0.5 0.0";

sizes[0]      = 0.25;
   sizes[1]      = 1.0;
sizes[2]      = 1.75;

   times[0] = 0.0;
   times[1] = 0.5;
   times[2] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketSmokeEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 0;
   ejectionVelocity = 10.0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 25;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketSmokeParticle";
};


//bullet trail effects
datablock ParticleData(HomingRocketTrailParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.0;
inheritedVelFactor   = 0.15;
constantAcceleration = 0.0;
lifetimeMS           = 1000;
lifetimeVarianceMS   = 805;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -150.0;
spinRandomMax = 150.0;
colors[0]     = "1.0 1.0 0.0 0.4";
colors[1]     = "1.0 0.2 0.0 0.5";
   colors[2]     = "0.20 0.20 0.20 0.3";
   colors[3]     = "0.0 0.0 0.0 0.0";

sizes[0]      = 0.25;
sizes[1]      = 0.85;
   sizes[2]      = 0.35;
  sizes[3]      = 0.05;

   times[0] = 0.0;
   times[1] = 0.05;
   times[2] = 0.3;
   times[3] = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketTrailEmitter)
{
   ejectionPeriodMS = 5;
   periodVarianceMS = 1;
   ejectionVelocity = 0.25;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketTrailParticle";
};


datablock ParticleData(HomingRocketExplosionParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
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]      = 10.0;
sizes[1]      = 15.0;

useInvAlpha = true;
};
datablock ParticleEmitterData(HomingRocketExplosionEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 10;
   velocityVariance = 1.0;
   ejectionOffset   = 3.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionParticle";
};


datablock ParticleData(HomingRocketExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 40;
lifetimeVarianceMS   = 10;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 0.5 0.2 0.5";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 8;
sizes[1]      = 13;

useInvAlpha = false;
};
datablock ParticleEmitterData(HomingRocketExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 5;
   velocityVariance = 0.0;
   ejectionOffset   = 3.0;
   thetaMin         = 0;
   thetaMax         = 180;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "HomingRocketExplosionRingParticle";
};

datablock ExplosionData(HomingRocketExplosion)
{
   //explosionShape = "";
   explosionShape = "./shapes/explosionSphere1.dts";
soundProfile = HomingRocketExplodeSound;

   lifeTimeMS = 150;

   particleEmitter = HomingRocketExplosionEmitter;
   particleDensity = 10;
   particleRadius = 0.2;

   emitter[0] = HomingRocketExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 5;
   lightEndRadius = 20;
   lightStartColor = "1 1 1 1";
   lightEndColor = "0 0 0 0";

   damageRadius = 3;
   radiusDamage = 100;

   impulseRadius = 6;
   impulseForce = 4000;
};


AddDamageType("RocketDirect",   '<bitmap:add-ons/ci/rocket> %1',    '%2 <bitmap:add-ons/ci/rocket> %1',1,1);
AddDamageType("RocketRadius",   '<bitmap:add-ons/ci/rocketRadius> %1',    '%2 <bitmap:add-ons/ci/rocketRadius> %1',1,0);
datablock ProjectileData(HomingRocketProjectile)
{
   projectileShapeName = "./shapes/RocketProjectile.dts";
   directDamage        = 30;
   directDamageType = $DamageType::RocketDirect;
   radiusDamageType = $DamageType::RocketRadius;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = HomingRocketExplosion;
   particleEmitter     = HomingRocketTrailEmitter;

   brickExplosionRadius = 3;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 30;             
   brickExplosionMaxVolume = 30;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 60;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   sound = HomingRocketLoopSound;

   muzzleVelocity      = 65;
   velInheritFactor    = 1.0;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";
};

//////////
// item //
//////////
datablock ItemData(HomingRocketItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./shapes/rocketLauncher.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "HomingRocket.";
iconName = "./ItemIcons/rocketLauncher";
doColorShift = true;
colorShiftColor = "0.100 0.500 0.250 1.000";

// Dynamic properties defined by the scripts
image = HomingRocketImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(HomingRocketImage)
{
   // Basic Item properties
   shapeFile = "./shapes/rocketLauncher.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 0" );

   // 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 = BowItem;
   ammo = " ";
   projectile = HomingRocketProjectile;
   projectileType = Projectile;

//casing = rocketLauncherShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;
   minShotTime = 700;   //minimum time allowed between shots (needed to prevent equip/dequip exploit)

   doColorShift = true;
   colorShiftColor = rocketLauncherItem.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]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
   stateTransitionOnNoAmmo[1]       = "NoAmmo";
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] = rocketLauncherFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = tailNode;
stateSound[2] = rocketFireSound;
   stateSequence[2]                = "Fire";
//stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.1;
   stateSequence[3]                = "TrigDown";
stateTransitionOnTimeout[3]     = "CoolDown";

   stateName[5] = "CoolDown";
   stateTimeoutValue[5]            = 0.5;
stateTransitionOnTimeout[5]     = "Reload";
   stateSequence[5]                = "TrigDown";


stateName[4] = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "TrigDown";

   stateName[6]   = "NoAmmo";
   stateTransitionOnAmmo[6] = "Ready";

};

function HomingRocketImage::onFire(%this,%obj,%slot)
{
    %initPos = %obj.getEyeTransform();
%muzzleVector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%muzzleVelocity = VectorScale(%muzzleVector, 20);
%p = new Projectile()
{
dataBlock        = HomingRocketProjectile;
initialVelocity  = %muzzleVelocity;
initialPosition  = %initPos;
sourceObject     = %obj;
sourceSlot       = %slot;
client           = %obj.client;
};
    %p.target=ContainerRayCast(vectoradd(%initPos,vectorscale(%muzzleVector,2)),vectoradd(%initPos,vectorscale(%muzzleVector,500)),$TypeMasks::PlayerObjectType);
    schedule(400,0,"projectilehome",%p);
    MissionCleanup.add(%p);
return %p;
}
function projectilehome(%projectile)
{
    if(!isobject(%projectile.target))return;//if the projectile is gone, it will return nothing, and nothing is NOT an object. this also checks the target, so it is actually faster
    //echo("homing");
    %pos=%projectile.getposition();
    %targ=vectoradd(%projectile.target.getposition(),"0 0 1.5");
    %diff=vectorsub(%targ,%pos);
    %p = new Projectile()
{
dataBlock        = rocketlauncherProjectile;
initialVelocity  = vectorscale(%diff,10/vectorlen(%diff));
initialPosition  = %projectile.getposition();
sourceObject     = %projectile.sourceObject;
sourceSlot       = %projectile.sourceSlot;
client           = %projectile.client;
};
    %p.target=%projectile.target;
    %p.event=schedule(200,0,"projectilehome",%p);
    %projectile.delete();
    return;
    %projectile.initialVelocity=vectorscale(%diff,10/vectorlen(%diff));
    schedule(200,0,"rocketlauncherprojectilehome",%projectile);
    %projectile.initialPosition=%projectile.getposition();
}

function HomingRocketProjectile::damage(%this,%obj,%col,%fade,%pos,%normal)
{
   if(%this.directDamage <= 0)
      return;

   //direct damage doubles for crouching players
   %damageType = $DamageType::Direct;
   if(%this.DirectDamageType)
      %damageType = %this.DirectDamageType;

   if(%col.getType() & $TypeMasks::PlayerObjectType)
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
   }
   else
   {
      %col.damage(%obj, %pos, %this.directDamage, %damageType);
   }
}

92
General Discussion / Problem Solved-
« on: December 31, 2007, 06:11:16 PM »
Ephialites helped me set up a new channel for rtb0002'ers so when RTB 2.0 comes around you won't need to worry much about rtb 1.45 noobs (referring to my self too) in your chat. Although there will be a few that will not have Zacks Pack (my mod pack for RTB) Most people will have it.
Of course when Rtb1.045ers come you could just say get Zacks Pack then ban them which would also solve the problem. =D

Enjoy your fun games without rtb1.045ers talking and abusing you =D

93
General Discussion / Hey Destiny here (sorry if wrong spot)
« on: November 27, 2007, 03:59:39 AM »
Hi im destiny, I still play *you know what* but don't judge me just because I play that I'm still interested in the game. Eventually i will come to blockland just not at the moment as my mum is not a big fan of using her credit card over the internet. Once again please don't foresee me as a stupid idiout , I can script torque can make decals (I will still post decals here) so umm yeah hi.

Sorry if this is the wrong spot for intros...

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