The Official Lego Spring Mod Dev Forum Page Item Goal Thing!
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Just for the sake of saying stuff... that MiniFig is teh awsomes... maybe this site could give us some ideas http://www.brikwars.com/index.html
Ive completed the lego man, but im not too happy with the arms. Ive been working on it 4+ hours and i think it should do for now.
748 Faces...most of which are in arms...Do you think thats too many, considering this is an infantry man and infantry will be common on the battlefield...sometimes produced in hundreds?
Does someone want to take a stab at a walk script for it? I cant script for my life

748 Faces...most of which are in arms...Do you think thats too many, considering this is an infantry man and infantry will be common on the battlefield...sometimes produced in hundreds?
Does someone want to take a stab at a walk script for it? I cant script for my life

your right about the arms being wrong... but otherwise it looks great for what it is... that's an awful lot of faces/tris... but for the rest of the units we are going to probably have very siple geometry (like the tanks) so it should balance out right? I'm not sure where you found room for that many faces in a minifig however... 

Well, i slightly altered the Zipper walkscript for my Minifig. Its not permenant, but its the funniest thing ive ever seen. It runs like a goon.
Check out the death-defying head bob:
http://fileuniverse.com/?p=showitem&ID=2560
Please note that that texture job is not complete whatsoever. Ill texture it properly later today
Check out the death-defying head bob:
http://fileuniverse.com/?p=showitem&ID=2560
Please note that that texture job is not complete whatsoever. Ill texture it properly later today
New version, retextured/scripted. Its still looks a bit funny though. Explosions this time!
Here is a video:
http://fileuniverse.com/?p=showitem&ID=2562
Here is a video:
http://fileuniverse.com/?p=showitem&ID=2562
Can anyone model a Infantry Factory? I cant seem to make one that looks decent.
what about a commander? I think a MiNIfig that is specially textured or carries a flag or something would be cool...
or the hand...and the hand runs around like the "thing" from the adams family (that severed hand that grabbed people and stuff)
what about a commander? I think a MiNIfig that is specially textured or carries a flag or something would be cool...
or the hand...and the hand runs around like the "thing" from the adams family (that severed hand that grabbed people and stuff)
I made a commander (basically a retextured minifig), but i cant get it to build anything. It starts constrution, but then the unit just sits there at 0% and no nano comes out of the commander's nano-gun. I think it might be the script:
piece base, torso, Lleg, Rleg, Head, Larm, lhand, Rarm, rhand, gun, fp1, nanospray;
static-var bMoving, bAiming, Static_Var_3, Static_Var_4;
static-var restore_delay;
#define SMOKEPIECE1 base
#define SIG_MOVE 64
#include "exptype.h"
#define SIG_AIM 2
StartMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
while(1)
{
turn base to y-axis <0> speed <200>;
wait-for-turn base around y-axis;
turn LLeg to x-axis <45> speed <200>;
turn RLeg to x-axis <-45> speed <200>;
turn Larm to x-axis <-45> speed <200>;
turn Rarm to x-axis <45> speed <200>;
wait-for-turn Lleg around x-axis;
turn LLeg to x-axis <-45> speed <200>;
turn RLeg to x-axis <45> speed <200>;
turn Larm to x-axis <45> speed <200>;
turn Rarm to x-axis <-45> speed <200>;
wait-for-turn LLeg around x-axis;
}
}
StopMoving()
{
signal SIG_MOVE;
turn LLeg to x-axis <0> speed <200>;
turn RLeg to x-axis <0> speed <200>;
turn Larm to x-axis <0> speed <200>;
turn Rarm to x-axis <0> speed <200>;
}
Create()
{
restore_delay = 2500;
}
SetMaxReloadTime(time)
{
restore_delay = time * 2;
}
RestoreAfterDelay()
{
sleep restore_delay;
// Add code to reset turret(s) to normal position
return 0;
}
SweetSpot (piecenum)
{
piecenum = base;
}
QueryPrimary (piecenum)
{
piecenum = fp1;
}
QueryNanoPiece(piecenum)
{
piecenum = nanospray;
}
StartBuilding(Func_Var_1, Func_Var_2)
{
bAiming = TRUE;
while( !Static_Var_3 )
{
sleep 100;
}
turn torso to y-axis Func_Var_1 speed <300.071429>;
turn rarm to x-axis <0.000000> - Func_Var_2 - <30.005495> speed <45.010989>;
wait-for-turn torso around y-axis;
wait-for-turn rarm around x-axis;
set INBUILDSTANCE to 1;
}
TargetCleared(Func_Var_1)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
}
StopBuilding()
{
set INBUILDSTANCE to 0;
signal SIG_AIM;
set-signal-mask SIG_AIM;
}
AimFromPrimary (piecenum)
{
piecenum = larm;
}
AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn base to y-axis heading speed <150>;
wait-for-turn base around y-axis;
wait-for-turn larm around x-axis;
start-script RestoreAfterDelay();
return(TRUE);
}
FirePrimary()
{
turn larm to x-axis <-60.010989> now;
sleep 400;
turn larm to x-axis <-50> speed <500>;
sleep 150;
return(0);
}
Killed(severity, corpsetype)
{
if (severity <= 25)
{
corpsetype = 1;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 50)
{
corpsetype = 2;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 99)
{
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
I dont see anything wrong...
Also, here is a new video of the lego minifig getting blown to bits! (i would have used file universe but it wouldnt upload for some reason...)
http://www.yourfilelink.com/get.php?fid=43384
piece base, torso, Lleg, Rleg, Head, Larm, lhand, Rarm, rhand, gun, fp1, nanospray;
static-var bMoving, bAiming, Static_Var_3, Static_Var_4;
static-var restore_delay;
#define SMOKEPIECE1 base
#define SIG_MOVE 64
#include "exptype.h"
#define SIG_AIM 2
StartMoving()
{
signal SIG_MOVE;
set-signal-mask SIG_MOVE;
while(1)
{
turn base to y-axis <0> speed <200>;
wait-for-turn base around y-axis;
turn LLeg to x-axis <45> speed <200>;
turn RLeg to x-axis <-45> speed <200>;
turn Larm to x-axis <-45> speed <200>;
turn Rarm to x-axis <45> speed <200>;
wait-for-turn Lleg around x-axis;
turn LLeg to x-axis <-45> speed <200>;
turn RLeg to x-axis <45> speed <200>;
turn Larm to x-axis <45> speed <200>;
turn Rarm to x-axis <-45> speed <200>;
wait-for-turn LLeg around x-axis;
}
}
StopMoving()
{
signal SIG_MOVE;
turn LLeg to x-axis <0> speed <200>;
turn RLeg to x-axis <0> speed <200>;
turn Larm to x-axis <0> speed <200>;
turn Rarm to x-axis <0> speed <200>;
}
Create()
{
restore_delay = 2500;
}
SetMaxReloadTime(time)
{
restore_delay = time * 2;
}
RestoreAfterDelay()
{
sleep restore_delay;
// Add code to reset turret(s) to normal position
return 0;
}
SweetSpot (piecenum)
{
piecenum = base;
}
QueryPrimary (piecenum)
{
piecenum = fp1;
}
QueryNanoPiece(piecenum)
{
piecenum = nanospray;
}
StartBuilding(Func_Var_1, Func_Var_2)
{
bAiming = TRUE;
while( !Static_Var_3 )
{
sleep 100;
}
turn torso to y-axis Func_Var_1 speed <300.071429>;
turn rarm to x-axis <0.000000> - Func_Var_2 - <30.005495> speed <45.010989>;
wait-for-turn torso around y-axis;
wait-for-turn rarm around x-axis;
set INBUILDSTANCE to 1;
}
TargetCleared(Func_Var_1)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
}
StopBuilding()
{
set INBUILDSTANCE to 0;
signal SIG_AIM;
set-signal-mask SIG_AIM;
}
AimFromPrimary (piecenum)
{
piecenum = larm;
}
AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn base to y-axis heading speed <150>;
wait-for-turn base around y-axis;
wait-for-turn larm around x-axis;
start-script RestoreAfterDelay();
return(TRUE);
}
FirePrimary()
{
turn larm to x-axis <-60.010989> now;
sleep 400;
turn larm to x-axis <-50> speed <500>;
sleep 150;
return(0);
}
Killed(severity, corpsetype)
{
if (severity <= 25)
{
corpsetype = 1;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 50)
{
corpsetype = 2;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
if (severity <= 99)
{
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
corpsetype = 3;
explode base type FALL | BITMAP2;
explode torso type FALL | BITMAP2;
explode Lleg type FALL | BITMAP2;
explode Rleg type FALL | BITMAP2;
explode Head type FALL | BITMAP2;
explode Larm type FALL | BITMAP2;
explode lhand type FALL | BITMAP2;
explode Rarm type FALL | BITMAP2;
explode rhand type FALL | BITMAP2;
return(0);
}
I dont see anything wrong...
Also, here is a new video of the lego minifig getting blown to bits! (i would have used file universe but it wouldnt upload for some reason...)
http://www.yourfilelink.com/get.php?fid=43384