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| Projectile scale? |
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| takato14:
Trying to change the scale of my projectile. --- Code: ---for(%shell=0; %shell<%shellcount; %shell++) { %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = vectorScale(%obj.getMuzzleVector(%slot), 200); initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; %p.setScale( %scaleFactor @ " " @ %scaleFactor @ " " @ %scaleFactor); missionCleanup.add(%p); } return %p; --- End code --- No matter what I set the value of %scalefactor to, the projectile is always the same size. What am I doing wrong? |
| Iban:
It should adjust it. To test it, change this line: %p.setScale( %scaleFactor @ " " @ %scaleFactor @ " " @ %scaleFactor); to these two: echo("Scale Factor:" SPC %scaleFactor); %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor); |
| takato14:
--- Quote from: Iban on March 21, 2011, 08:33:09 PM ---It should adjust it. To test it, change this line: %p.setScale( %scaleFactor @ " " @ %scaleFactor @ " " @ %scaleFactor); to these two: echo("Scale Factor:" SPC %scaleFactor); %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor); --- End quote --- I tried the SPC arrangement before, but it didnt work. setScale should affect the projectile size, explosion size, trail emitter size, damage values, brick explosion values, etc, correct? |
| Iban:
Correct. Change the projectile to the Pong projectile because it's very slow, has very long longevity, and has noticeable light/particles. |
| takato14:
Alright, I figured it out, the script actually isnt spawning a projectile. The only reason it was firing because I had parent::onFire in the function by mistake. --- Code: ---function SLCZImage::onFire(%this,%obj,%slot) { %projectile = SLCZProjectile; %charge_time = getSimTime() - %obj.client.saved_time; if(%charge_Time <= 1000.0) { %scaleFactor = 0.5; } if(%charge_Time <= 2000.0) { %scaleFactor = 0.75; } if(%charge_Time <= 3000.0) { %scaleFactor = 1.0; } if(%charge_Time <= 7000.0) { %scaleFactor = 2.0; } %client = %obj.client; %pos = %obj.getHackPosition(); for(%shell=0; %shell<%shellcount; %shell++) { %p = new (%this.projectileType)() { dataBlock = %projectile; initialVelocity = vectorScale(%obj.getMuzzleVector(%slot), 200); initialPosition = %obj.getMuzzlePoint(%slot); sourceObject = %obj; sourceSlot = %slot; client = %obj.client; }; echo("Scale Factor:" SPC %scaleFactor); %p.setScale(%scaleFactor SPC %scaleFactor SPC %scaleFactor); missionCleanup.add(%p); } return %p; } --- End code --- This seems to have a problem with it as well, as nothing echoed when I fired the weapon, and when I removed parent::onFire no projectile was spawned at all. |
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