Author Topic: Transforming playertype  (Read 767 times)

I need help with this i cant figure out how to make a playertype turn into the default tree on right click or jets

Code: [Select]
//TransformingNinjaPlayer.cs


datablock PlayerData(PlayerTransformingNinjaArmor : PlayerStandardArmor)
{
   runForce = 1500;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   
   maxForwardSpeed = 50;
   maxBackwardSpeed = 45;
   maxSideSpeed = 48;

   maxForwardCrouchSpeed = 34;
   maxBackwardCrouchSpeed = 25;
   maxSideCrouchSpeed = 30;

   airControl = 0.550;

   minImpactSpeed = 250;

jumpForce = 2580;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;


minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

uiName = "Transforming Ninja";
showEnergyBar = true;
};

function RegArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
                  %obj.changedatablock(S/base/data/shapes/Sharp_Trees/TreesArmor);
            }
}

datablock PlayerData(S/base/data/shapes/Sharp_Trees/TreesArmor : TreeArmor)
{
 runForce = 0 * 0;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   jumpForce = 0 * 00; //8.5 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   runSurfaceAngle  = 0;
   jumpSurfaceAngle = 0;

   canJet = 0;
   firstpersononly = 0;
   showEnergyBar = true;
   uiName = "";

};

function S/base/data/shapes/Sharp_Trees/TreesArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
                  %obj.changedatablock(RegArmor);
            }
}
« Last Edit: January 28, 2012, 07:05:02 PM by David819 »

When this is released Im going to download

I need help with this i cant figure out how to make a playertype turn into the default tree on right click or jets
Making a prophunt or something?

You can't make a player into a brick because they use two different types of models that are not interchangeable. What you'd want to do is package YourArmorType::onTrigger, and make it so that upon right click, it makes the player almost invisible and plants a temporary brick right under them.

Making a prophunt or something?

You can't make a player into a brick because they use two different types of models that are not interchangeable. What you'd want to do is package YourArmorType::onTrigger, and make it so that upon right click, it makes the player almost invisible and plants a temporary brick right under them.
The only armor i have for it is  /base/data/shapes/Sharp_Trees/Trees by default.

EDIT: Like this?

Code: [Select]
function RegArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
                  %obj.changedatablock(SpinetreeArmor);
            }
}

datablock PlayerData(SpinetreeArmor : pinetreeArmor)
{
 runForce = 0 * 0;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   jumpForce = 0 * 00; //8.5 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   runSurfaceAngle  = 0;
   jumpSurfaceAngle = 0;

   canJet = 0;
   firstpersononly = 0;
   showEnergyBar = true;
   uiName = "";

};

function SpinetreeArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
                  %obj.changedatablock(RegArmor);
            }
}

« Last Edit: January 28, 2012, 08:27:04 PM by David819 »

.. You cannot make a tree your player type.

Ok so
Code: [Select]
//TransformingNinjaPlayer.cs


datablock PlayerData(PlayerTransformingNinjaArmor : PlayerStandardArmor)
{
   runForce = 1500;
   runEnergyDrain = 0;
   minRunEnergy = 0;
  
   maxForwardSpeed = 50;
   maxBackwardSpeed = 45;
   maxSideSpeed = 48;

   maxForwardCrouchSpeed = 34;
   maxBackwardCrouchSpeed = 25;
   maxSideCrouchSpeed = 30;

   airControl = 0.550;

   minImpactSpeed = 250;

jumpForce = 2580;
jumpEnergyDrain = 0;
minJumpEnergy = 0;
jumpDelay = 0;


minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

uiName = "Transforming Ninja";
showEnergyBar = true;
};

function RegArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
                  %brick = new fxDTSBrick()
{
datablock = brickpinetreeData;
position = vectorAdd(%pos,"0 0 -0.3");
isPlanted = 1;

colorID = %obj.green;
};

if(%client.isTransformingNinja)
{
%client.player.hideNode("ALL");
}
else
{
%client.player.hideNode("ALL");
{

datablock PlayerData(RegArmor : PlayerStandardArmor)
{
 runForce = 0 * 0;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxSideSpeed = 0;

   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   jumpForce = 0 * 00; //8.5 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   runSurfaceAngle  = 0;
   jumpSurfaceAngle = 0;

   canJet = 0;
   firstpersononly = 0;
   showEnergyBar = true;
   uiName = "";

};

function SRegArmor::onTrigger(%this,%obj,%trigger,%val)
{
      if(%trigger == 4 && %val == 1)
            {
            }
   else
            {
%client.applyBodyParts();
%client.player.unHideNode("ALL");
}
« Last Edit: January 28, 2012, 08:40:06 PM by David819 »