models then what? - Page 5

models then what?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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maackey
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Re: models then what?

Post by maackey »

oh... sorry about that. that was before I learned that xyz could be symbolized as x_axis, y_axis, z_axis, instead of 1, 2, 3. the xyz axis portions are actually the second parameter to the move/turn/spin functions. 123 is equivalent to xyz.

I told you it needed some cleaning up :wink:
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oksnoop2
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Re: models then what?

Post by oksnoop2 »

Are things rotating on or moving in axes (fun fact: i had no idea what the plural of axis was..)?
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bobthedinosaur
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Re: models then what?

Post by bobthedinosaur »

Axes apparently
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maackey
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Re: models then what?

Post by maackey »

oksnoop2 wrote:Are things rotating on or moving in axes (fun fact: i had no idea what the plural of axis was..)?
They're rotating if there is a Turn(blah blah blah) command. Moving if there is a Move(blah blah blah) command. I seriously urge you to either modify heavily until you know what each function/line does, or create your own from scratch using lots of other scripts as a reference. Trial and error teaches you quicker than someone telling you.
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oksnoop2
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Re: models then what?

Post by oksnoop2 »

Turn( leftfoot, x_axis, -1, 2 )
Turn( leftthigh, x_axis, 1, 2 )


what do the numbers mean?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: models then what?

Post by FLOZi »

oksnoop2 wrote:Turn( leftfoot, x_axis, -1, 2 )
Turn( leftthigh, x_axis, 1, 2 )


what do the numbers mean?
Turn the leftfoot piece -1 unit on the x-axis speed 2 units.
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oksnoop2
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Re: models then what?

Post by oksnoop2 »

Ok this whole walking business is just eluding me. I thought that maybe it was my model so i made another one. It's just scooting around the map.
http://www.megaupload.com/?d=N4I9XD5G

That's the mod in it's current state. i'm happy how the model turned out but it's still not animated.

If someone wanted to look at it. It's at the above link.

EDIT:
After looking at the script again, i realized that i had a huge mistake. So i fixed that. Still does not work though. Here are the two altered lua files.

http://pastebin.com/m3b6085f4 That's the lua found in the scripts folder.

http://pastebin.com/m613430b8 That's the lua found in the units folder.
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Masse
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Re: models then what?

Post by Masse »

FLOZi we love your basic game making pack... but for beginners it would be nice if you included some very simple tank with Lua scripts and everything it needs to work.

We would appreciate allot!
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: models then what?

Post by FLOZi »

Masse wrote:FLOZi we love your basic game making pack... but for beginners it would be nice if you included some very simple tank with Lua scripts and everything it needs to work.

We would appreciate allot!
Still (slowly :( ) working on the documentation for the 'B' mod, which is incredibly incomplete atm.

Though actual examples of unit scripts would probably come on in 'C'. There is of course my stumpy example around somewhere.

Guess I should write up a post for a sticky thread containing this stuff. If only the Games & Mods sections had a resources subforum like Art and Mapping. Neddie. :wink:
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oksnoop2
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Re: models then what?

Post by oksnoop2 »

FLOZi wrote:
oksnoop2 wrote:Turn( leftfoot, x_axis, -1, 2 )
Turn( leftthigh, x_axis, 1, 2 )


what do the numbers mean?
Turn the leftfoot piece -1 unit on the x-axis speed 2 units.

What is a unit?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: models then what?

Post by FLOZi »

oksnoop2 wrote:
FLOZi wrote:
oksnoop2 wrote:Turn( leftfoot, x_axis, -1, 2 )
Turn( leftthigh, x_axis, 1, 2 )


what do the numbers mean?
Turn the leftfoot piece -1 unit on the x-axis speed 2 units.

What is a unit?
So far as Turn is concerned, the units are in radians. Not sure if speed is rads per second or rads per gameframe.
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oksnoop2
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Re: models then what?

Post by oksnoop2 »

--signals
local SIG_AIM = 2


what's that mean?
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rattle
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Re: models then what?

Post by rattle »

Code: Select all

#define SIG_AIM			2
AimWeapon1(yadda) {
	set-signal-mask SIG_AIM; // assigns bitmask of SIG_AIM to this function
	signal SIG_AIM; // kills what ever functions match this bitmask
}
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