Author Topic: Juggernaut Playertype (Released)  (Read 6305 times)


I don't like the part that hangs down on the front or back, it looks odd and out of place IMO. Other than that it looks nice



I'll code it.
Just send it to me, you'll probably get it back around tomorrow.
:S

I'm pretty much done coding it.

Double Post:

The only issue I'm having is getting the image to mount to the player on spawn.
Here is the code if anyone wants to help:
Code: [Select]
//Juggernaut

//a new player datablock with Juggernaut-like movement and armor

datablock ShapeBaseImageData(JuggernautImage)
{
   // Basic Item properties
   shapeFile = "./Juggernaut.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = $BackSlot;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 180" );
   scale = "3 3 3";
   offset = "0 0 -0.5";

   doColorShift = true;
   colorShiftColor = "0.100 0.100 0.100 1.000";
};

//function serverCmdJuggernaut(%Client,%Arg)
//{
//if(isObject(%client.player))
// {
// %client.player.mountImage(JuggernautImage,2);
// }
//}


package EquipArmor
{
function GameConnection::spawnPlayer(%this)
{
%this.mountImage(JuggernautImage,2);
parent::SpawnPlayer(%this);
}
};
activatepackage(EquipArmor);


datablock PlayerData(PlayerJuggernautArmor : PlayerStandardArmor)
{
   runForce = 100 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 3;
   maxBackwardSpeed = 1;
   maxSideSpeed = 1;
   maxForwardCrouchSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxSideCrouchSpeed = 0;

   jumpForce = 7.5 * 90; //3 * 0;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 0;

   minJetEnergy = 0;
   jetEnergyDrain = 0;
   canJet = 0;
   uiName = "Juggernaut";
   showEnergyBar = false;
};

bump for please help this guy now

bump for please help this guy now

Everything is working. I only need to make the script hide any backpacks or shoulder-pads that would clip through the armor. It'll be released today.

You would have to hide nodes. I haven't scripted anything like this but look at Halloween hats for hiding nodes.

Everything is working. I only need to make the script hide any backpacks or shoulder-pads that would clip through the armor. It'll be released today.
I posted how to do that in your coding help topic.


holy stuff!

on Topic: add the ammo pouches and a model of a backup knife, maybe a radio model on the back?

bump for just incase becoming deaded

you could make this using Heed's body armor script. It's a bit out of place, but simply a model replacement and a few value and text changes would make it work.

you could make this using Heed's body armor script. It's a bit out of place, but simply a model replacement and a few value and text changes would make it work.

I completely forgot about that mod. I'll look into it.

When will this be released? Also, I have an idea. The helmet should come with it, not have the person put it on separately.