| Blockland Forums > Suggestions & Requests |
| Weapon Generator Script |
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| LeetZero:
I guess this would work, eventually like the minifig does. But yeah, lots lots of work and I don't see how it could be implemented for the use of an user. How exactly would spawning a weapon work. |
| AromaniaFTW:
--- Quote from: LeetZero on June 05, 2013, 03:07:09 PM ---But yeah, lots lots of work and I don't see how it could be implemented for the use of an user. How exactly would spawning a weapon work. --- End quote --- There'd probably be like a sort of base gun where there's a sort of universal model for the item datablock; for example, an AK47 model for any randomly generated AK-type weapons, be it a shotgun or an SMG. That being said, every weapon would probably end up having to have a base gun for it, probably based off real life weapons like the AK47 mentioned before and AR15s, AR18s, etc. however, when you equip it, a script runs with the "Activate" sequence that randomizes the gun by hiding/unhiding different nodes (if the bot approach is taken) and randomizes the stats accordingly, as well as saving the randomizations, however that'd be done, and changing and saving a variable to check whether the gun has been randomized already or not, so that the gun is the same when it's dropped and picked up. if the gun gets a sight as a random modification then whatever statistics would carry over to the sighted-in datablock with whatever necessary variable changes such as decreased spread, etc. |
| Swollow:
--- Quote from: AromaniaFTW on June 05, 2013, 03:24:02 PM ---There'd probably be like a sort of base gun where there's a sort of universal model for the item datablock; for example, an AK47 model for any randomly generated AK-type weapons, be it a shotgun or an SMG. That being said, every weapon would probably end up having to have a base gun for it, probably based off real life weapons like the AK47 mentioned before and AR15s, AR18s, etc. however, when you equip it, a script runs with the "Activate" sequence that randomizes the gun by hiding/unhiding different nodes (if the bot approach is taken) and randomizes the stats accordingly, as well as saving the randomizations, however that'd be done, and changing and saving a variable to check whether the gun has been randomized already or not, so that the gun is the same when it's dropped and picked up. if the gun gets a sight as a random modification then whatever statistics would carry over to the sighted-in datablock with whatever necessary variable changes such as decreased spread, etc. --- End quote --- when they pick it ip not on the activate sequence, cause then it would change everytime they equipped it |
| AromaniaFTW:
--- Quote from: swollow on June 06, 2013, 12:04:10 AM ---when they pick it ip not on the activate sequence, cause then it would change everytime they equipped it --- End quote --- no but a script would be stated that would determine if the weapon is randomized already or not, which then it would randomize it, save the randomizations, and a miscellaneous variable that's checked to see whether the weapon was randomized or not. this would all happen with the activate sequence when you first equip the gun. unless, however, there's a onpickup function sort of thing which sounds way better anyway lol |
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