Author Topic: Land Mine  (Read 2672 times)

i think someone should make a land mine that you set down and it sinks into the ground with only a little stub of it showing.


Sounds cool! Would add a nice touch to those who like WWII DM's and such.

BF2 Style Claymore please :cookieMonster:

RTB had one, though the gun that placed it was extremely laggy

RTB had one, though the gun that placed it was extremely laggy
That's because it would make a bajillion of them.


lol big line on mine waiting for you to go over them. they just sit there taunting you

RTB had one, though the gun that placed it was extremely laggy
That's because it would make a bajillion of them.
I remember making a plane that drops them.

Was a very bad idea, as a noob stole mah plane!

Someone could make an item that shoots bricks giving them onCollision properties that would make the brick emit an explosion, destroy itself, and kill anyone within a certain radious.

onCollision? wtf?

Just make a damage radius like the the rocket.

I didn't finish my self, the bricks should use onDamage so it will be universal.


im working on it
the problem is on collision with the spawned object doesnt work i dont think...
whatever
here is my broken script,
if any yall wanna try and fix it it would be cool

BLOODY RANDOM MESSAGE ENTER
D:

Code: [Select]
//mine.cs//////////////////////////////////////////////////////////////////
//please note this is the most advanced script I have done yet, so things//
//might be a bit messy. CAUTION WET FLOOR//////////////////////////////////
//////////////////////////////////////////////////////////////////////////


//audio profiles//


datablock AudioProfile(mineExplosionSound)
{
   filename    = "./sound/jeepExplosion.wav";
   description = AudioClose3d;
   preload = false;
};

datablock AudioProfile(mineFireSound)
{
   filename    = "./sound/SpearFire.wav";
   description = AudioClose3d;
   preload = true;
};



//effects//
datablock ParticleData(mineExplosionParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1200;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.5 0.5 0.5 0.9";
colors[1] = "0.7 0.7 0.7 0.0";
sizes[0] = 7.0;
sizes[1] = 15.0;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter)
{
   ejectionPeriodMS = 4;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 20;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 40;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle";
};

datablock ParticleData(mineExplosionParticle2)
{
dragCoefficient = 0.1;
windCoefficient = 0.0;
gravityCoefficient = 2.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 400;
lifetimeVarianceMS = 500;
spinSpeed = 10.0;
spinRandomMin = -200.0;
spinRandomMax = 200.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";

// Interpolation variables
colors[0] = "0.7 0.5 0.0 1.0";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.5;
sizes[1] = 0.1;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter2)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   lifetimeMS       = 7;
   ejectionVelocity = 7;
   velocityVariance = 5.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle2";
};

datablock ParticleData(mineExplosionParticle3)
{
dragCoefficient = 3.0;
windCoefficient = 0.2;
gravityCoefficient = 2.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 1000;
lifetimeVarianceMS = 300;
spinSpeed = 10.0;
spinRandomMin = -10.0;
spinRandomMax = 10.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/chunk";

// Interpolation variables
colors[0] = "0.6 0.4 0.0 0.9";
colors[1] = "0.0 0.0 0.0 0.0";
sizes[0] = 0.4;
sizes[1] = 0.4;
times[0] = 0.0;
times[1] = 1.0;
};

datablock ParticleEmitterData(mineExplosionEmitter3)
{
   ejectionPeriodMS = 7;
   periodVarianceMS = 0;
   lifeTimeMS    = 21;
   ejectionVelocity = 60;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "mineExplosionParticle3";
};

datablock ExplosionData(mineExplosion)
{
   //explosionShape = "";
   lifeTimeMS = 150;

   soundProfile = mineExplosionSound;

   emitter[0] = mineExplosionEmitter;
   emitter[1] = mineExplosionEmitter2;
   emitter[2] = mineExplosionEmitter3;
   //particleDensity = 30;
   //particleRadius = 1.0;

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

   shakeCamera = true;
   camShakeFreq = "7.0 8.0 7.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 15.0;

   // Dynamic light
   lightStartRadius = 6;
   lightEndRadius = 3;
   lightStartColor = "0.45 0.3 0.1";
   lightEndColor = "0 0 0";

   //impulse
   impulseRadius = 3.5;
   impulseForce = 2000;

   //radius damage
   radiusDamage        = 100;
   damageRadius        = 7.0;
};

//projectiles

datablock ProjectileData(mineProjectile)  //this is the one that is thrown
{
   projectileShapeName = "./shapes/mine.dts";
   directDamage        = 0;
  //impactImpulse    = 1000;
  //verticalImpulse    = 1000;
  //explosion           = ;
  //particleEmitter     = ;

   brickExplosionRadius = 0;
   brickExplosionImpact = false; //destroy a brick if we hit it directly?
   brickExplosionForce  = 20;
   brickExplosionMaxVolume = 200;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = false;
   lightRadius = 5.0;
   lightColor  = "0 0 0.5";
};

datablock ProjectileData(mineRiggedProjectile) //This is the one that goes BEWM
{
   projectileShapeName   = "";
   directDamage        = 100;
   //damageRadius           = ;
   impactImpulse    = 1000;
   verticalImpulse    = 1000;
   explosion           = mineExplosion;
   //particleEmitter     = ;

   brickExplosionRadius = 2;
   brickExplosionImpact = true; //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 20;
   brickExplosionMaxVolumeFloating = 40;

   muzzleVelocity      = 20;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 5000;
   fadeDelay           = 4900;
   bounceElasticity    = 0.0;
   bounceFriction      = 1.0;
   isBallistic         = true;
   gravityMod = 1.0;

   hasLight    = true;
   lightRadius = 5.0;
   lightColor  = "1 0.75 0 1";
};

//////////
// item //
//////////
datablock ItemData(mineItem) //the one to be picked up
{
category = "Item";  // Mission editor category
className = "Item"; // For inventory system, but it already is recognized as an item

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

//gui stuff
uiName = "Mine";
iconName = "./ItemIcons/mine";
doColorShift = false;
colorShiftColor = "0.400 0.196 0 1.000";

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

//rigged mine item//

datablock ItemData(mineRigged)
{
catergory = "Item";
//className = " "; //ignored again

shapefile = "./shapes/mineRigged.dts";
mass = 1;
density = 0.2;
friction = 0.6;
emap = true
doColorShift = false //the item is different in order to be flat and red, so this is not needed, thoughg in game it would appear as if it were used
image = mineRiggedImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(mineImage)
{
   // Basic Item properties
   shapeFile = "./shapes/mine.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "-0.025 0.05 0";
   //eyeOffset = "0.1 0.2 -0.55";

   // 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 = mineItem;
   ammo = " ";
   projectile = mineProjectile;
   projectileType = Projectile;


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


   doColorShift = false;
   colorShiftColor = "0.000 0.50 0 0.000";

   // 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] = 0.1;
stateTransitionOnTimeout[0] = "Ready";
stateSequence[0] = "ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;

stateName[2]                    = "Charge";
stateTransitionOnTimeout[2] = "Armed";
stateTimeoutValue[2]            = 0.8;
stateWaitForTimeout[2] = false;
stateTransitionOnTriggerUp[2] = "AbortCharge";
stateScript[2]                  = "onCharge";
stateAllowImageChange[2]        = false;

stateName[3] = "AbortCharge";
stateTransitionOnTimeout[3] = "Ready";
stateTimeoutValue[3] = 0.3;
stateWaitForTimeout[3] = true;
stateScript[3] = "onAbortCharge";
stateAllowImageChange[3] = false;

stateName[4] = "Armed";
stateTransitionOnTriggerUp[4] = "Fire";
stateAllowImageChange[4] = false;

stateName[5] = "Fire";
stateTransitionOnTimeout[5] = "Ready";
stateTimeoutValue[5] = 0.5;
stateFire[5] = true;
stateSequence[5] = "fire";
stateScript[5] = "onFire";
stateWaitForTimeout[5] = true;
stateAllowImageChange[5] = false;
stateEjectShell[5]            = true;
stateSound[5] = MineFireSound;
};

//Rigged mine image// not much detail into this because the second you pick it up you go bewm anyways

datablock shapeBaseDataImage(MineRiggedImage)
{
ShapeFile = "./shapes/mineRigged.dts";
emap = true;
mountPoint = 0;
offSet = "-0.17 0.17 -0.07";
rotation = eulerToMatrix("-90 90 0);
eyeoffset = "0.7 1.2 -0.15"
eyeRotation = eulerToMatrix(90 -90 0);
doColorShift = false
CorrectMuzzleVector = false
className = "WeaponImage";
item = MineRigged
melee = true;
armReady = true;
stateName[0] = "Activate";
StateTimeoutValue[0] = 0.5;
StateTransitionOnTimeout[0] = "Ready";
stateName[1] = "Ready";
StateNameOnTriggerDown[1] = "Fire";
AllowImageChange[1] = true;
StateName[2] = "Fire";
stateTransitionTriggerUp[2] = "Ready";
StateScript[2] = "onFire";
};

function mineImage::onCharge(%this, %obj, %slot)
{
%obj.playthread(2, spearReady);
}

function mineImage::onAbortCharge(%this, %obj, %slot)
{
%obj.playthread(2, root);
}

function mineImage::onFire(%this, %obj, %slot)
{
%obj.playthread(2, spearThrow);
Parent::onFire(%this, %obj, %slot);
}

//this is where it gets fancy

function mineProjectile::onCollision(%this,%obj,%col,%fade,%pos,%normal)
{
%col.getTransform(); //gets postition and below sets them to the variables
{
%position = %col.getTransform

%item = new Item()
{
datablock = "mineItem";
static = 1;
position = %position;
Rotation = "1 0 0 0";
scale = "1 1 1"
};

%col.item = %item; //makes the thing go away if the brick it is on does? I dotn really know what it does
}
}

function mineRigged::onCollision(%sourceObject,%pos,%damageType,%col)
{
%col.getTransform();
{
%x = getWord(%col.getWorldBoxCenter(),0);
%y = getWord(%col.getWorldBoxCenter(),1);
%z = getWord(%col.getWorldBoxCenter(),2);

new Projectile()
{
dataBlock        = "MineRiggedProjectile";
initialPosition  = (%x SPC %y SPC %z + 0.5);
initialVelocity  = "0 0 -500";
};
}
}
function deletethis(%delete)
{
%delete.delete();
}
my problem is in when you pick up the weapon, and switch to it in inventory, it doesnt appear, it only stays as the last wep selected, like the item only takes up a spot in the inventory