Author Topic: Gravity Propelled Explosive Ordinance Devices. (Update v1.5)  (Read 24998 times)

you know you always have 2 bomb blue team first  :cookieMonster:

When I tried it in someone else's server, firing while flying quickly can self-destruct your plane or kill passengers. (In stunt plane and biplane, occasionally)

EDIT: Also, the firing sound plays whether you're in a vehicle or not, but nothing actually appears.
Yes, the bombs always fall at the bottom of the player, so you can't fire them when at an angle. As long as you're not swirling around while bombing, you'll be okay.

Also, that isn't much of a bug.
Fail.
What the forget are you talking about?
OffTopic:

How come you make great add-ons and stuff, your nice in-game, but you flame your ass off on the forums? T_T
=
It's just what I do.

Yes, the bombs always fall at the bottom of the player, so you can't fire them when at an angle. As long as you're not swirling around while bombing, you'll be okay.
I was facing forwards at the time, since I was driving the plane. You should still fix the firing sound, because people might not realise how it works.

I was facing forwards at the time, since I was driving the plane. You should still fix the firing sound, because people might not realise how it works.
I agree, but I'm not the coder. Actually Spaceguy, do you perhaps have MSN?

Left Click.

It's very complex.
I just got it and figured out it's a weapon, now i understand.:D

I just got it and figured out it's a weapon, now i understand.:D
Hmm... you phail?

Change the fire part to this: (from line 309)
Quote
package Weapon_Bomb
{
   function BombImage::onFire(%this,%obj,%slot)
   {
      if(!%obj.isMounted())
         return;
      
      serverplay3d(BombFireSound,%obj.getTransform());
      Parent::onFire(%this,%obj,%slot);
   }
};
activatePackage(Weapon_Bomb);

... and remove this line: (Line 306)
Quote
datablock ShapeBaseImageData(BombImage)
{
   // Basic Item properties
   shapeFile = "base/data/shapes/empty.dts";
   emap = true;

   ...

   stateName[0]         = "Activate";
   stateTimeoutValue[0]      = 0.1;
   stateTransitionOnTimeout[0]   = "Ready";
   stateSequence[0]         = "ready";
   stateSound[0]         = weaponSwitchSound;

   stateName[1]         = "Ready";
   stateTransitionOnTriggerDown[1] = "Fire";
   stateAllowImageChange[1]   = true;
   
   stateName[2]         = "Fire";
   stateTransitionOnTimeout[2]   = "Ready";
   stateTimeoutValue[2]      = 0.9;
   stateFire[2]         = true;
   stateSequence[2]         = "fire";
   stateScript[2]         = "onFire";
   stateWaitForTimeout[2]      = true;
   stateAllowImageChange[2]   = false;
   stateSound[2]         = BombFireSound;
};

Do the same for the Torcreep. It'll only play the fire sound if you're in a vehicle. (might need edits if you want it to use the Zombies ammo system etc.)

Change the fire part to this: (from line 309)
... and remove this line: (Line 306)
Do the same for the Torcreep. It'll only play the fire sound if you're in a vehicle. (might need edits if you want it to use the Zombies ammo system etc.)
Oh awesome, I'll release this patch right away, after I test it.
That forgeted up the Fire-Only-In-Vehicle.
« Last Edit: October 11, 2008, 07:16:27 AM by yuki »

It shouldn't do. Just remove the line I said, don't replace the whole code block for the line 306 part. (I cut part of it out to shorten the post)

Fianlly, some bombs for the Dog Fights

It shouldn't do. Just remove the line I said, don't replace the whole code block for the line 306 part. (I cut part of it out to shorten the post)
That removes the Sound Entirely.

Also add the serverPlay3d line to where I said. (Replace the section under "package Weapon_Bomb" part with my code)

Fail.

STFU noob.

On topic:
Brilliant, Just epicly brilliant. DLing

Also add the serverPlay3d line to where I said. (Replace the section under "package Weapon_Bomb" part with my code)
I did, it removes the "Fire-Only-In-Vehicle" Property.

Send me the cs file. (attach to a post or something)