Author Topic: RC Car  (Read 820 times)

I DIDNT MAKE THE ORIGINAL SCRIPT! Bushido did! (he made the RCBomb or Sapper)
I wanted to edit it so it would make you say "Honk!" when you right clicked
and i wanted it to say "Crash!" when you crash
I ALSO needed help changing the color of the car to your paint can using:
Code: [Select]
function serverCmdUseSprayCan(%cl,%id)
{
Parent::serverCmdUseSprayCan(%cl,%id);

if(isObject(%bot))
%bot.setColor(%id);
}
};

Here is the code im working on:
Code: [Select]
exec("./playertype.cs");
exec("./emitters.cs");

datablock ItemData(carBotItem)
{
category = "Item";  // Mission editor category
equipment = true;

//its already a member of item namespace so dont break it
//className = "Item"; // For inventory system

// Basic Item Properties
   shapeFile = "./rccarItem.dts";
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "RC Car";
iconName = "./icon_rc_car";
doColorShift = false;
colorShiftColor = "0.200 0.200 0.200 1.000";

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

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(carBotImage)
{
   // Basic Item properties
   shapeFile = "./rccarItem.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0.2";
   rotation = eulerToMatrix("0 0 0");
   eyeOffset = "0.005 1.1 -1.25";
   eyeRotation = eulerToMatrix("-28 4 4");

   doColorShift = true;
colorShiftColor = carBotItem.colorShiftColor;
   

   // 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 = false;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "ToolImage";

   // Projectile && Ammo.
   item = carBotItem;

   //melee particles shoot from eye node for consistancy
   melee = true;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   minShotTime = 15000;
   colorShiftColor = carBotItem.colorShiftColor; //"0.25 0.5 0.0 1.000";

   // 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";

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

stateName[2]                    = "Fire";
stateTransitionOnTriggerUp[2] = "Ready";
stateScript[2]                  = "onFire";
};

function carBotImage::onMount(%this, %obj, %slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime() && %this.usedsapper == 1)
{
centerprint(%obj.client,"Can't deploy another RC car yet!<br><br>Give it a while to respawn..." ,5);
serverCmdUnUseTool(%obj.client);
return;
%obj.playThread(2, undo);
}


%obj.playthread(1, armReadyBoth);
}

function carBotImage::onUnMount(%this,%obj,%slot)
{
Parent::onUnMount(%this, %obj, %slot);

fixArmReady(%obj);
}

function carBotImage::onFire(%this, %obj, %slot)
{
%obj.lastFireTime = getSimTime();
%this.usedsapper = 1;
Spawncarer(%obj.client);
%obj.playThread(1, plant);
%obj.playThread(2, activate2);
serverCmdUnUseTool(%obj.client);
}

function Spawncarer(%client)
{
%obj = %client.player;
%pos = vectorAdd(%obj.getTransform(), vectorScale(%obj.getForwardVector(), 4)) @ getWords(%obj.getTransform(), 3, 6);


%bot = new AIPlayer()
{
datablock = "carerbotArmor";
position = %pos;
};
%bot.setTransform(%pos);

%client.setcontrolobject(%bot);
%client.player.carerbotarmor = %bot;

%bot.name = "RC car";
%bot.carerOwner = %client;
%bot.minigame = %obj.client.minigame;
%bot.client = %bot;
%bot.tdmTeam = %obj.client.tdmTeam;
%bot.player = %bot;
}

function carerbotarmor::onImpact(%this, %obj, %collidedObject, %vec, %vecLen)
{
//carerbotarmorExplosion(%obj);
}

function carerbotarmor::onDisabled(%this,%obj,%state)
{
//carerbotarmorExplosion(%obj);
//CRASH HERE
}

function carerbotarmor::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
if(%col.getclassname() $= "Player" || %col.getclassname() $= "WheeledVehicle" || %col.getclassname() $= "FlyingVehicle" || %col.getclassname() $= "AIPlayer")
{
//carerbotarmorExplosion(%obj);
//CRASH HERE
}
}

function carerbotarmor::onTrigger(%this, %obj, %slot, %val)
{
if(%val == 1 && %slot == 4)
{
carerbotarmorExplosion(%obj);

}
}

function carerbotarmorExplosion(%obj)
{
if(isObject(%obj.getControllingClient()))
// %obj.getControllingClient().setControlObject(%obj.getControllingClient().player);

%projectile = RadioWaveProjectile;
%p = new Projectile()
{
dataBlock = %projectile;
initialVelocity = "0 0 -10";
initialPosition = %obj.getPosition();
sourceObject = %obj.carerOwner.player;
sourceSlot = %slot;
client = %obj.carerOwner;
};

//HONK GOES HERE

// MissionCleanup.add(%p);
// %p.explode();

// %obj.schedule(10, delete);
}

« Last Edit: October 22, 2011, 12:42:26 AM by MARBLE MAN »


You could check if the player's speed is equal or more to something for crashing, and to make the player say it, I think you just use commandToServer and messageSent.

PLEASE :C
  <Mass emote spam removed>

Most people will not help a person with a code when they do emote spam, and possibly you can be banned for it.

EDIT: Just noticed that there was large time in between this post and previouses.
« Last Edit: November 19, 2011, 10:41:31 PM by FFSO »