Mod Question Repository... Questions come in, answers go out - Page 11

Mod Question Repository... Questions come in, answers go out

Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.

Moderator: Moderators

Locked
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Alright, due to my shitlike knowledge of the ways of the script.. Something is F'ing up.. The treads keep looping, even when its stopped.
And, when I had a sound that was supposed to be looped to emulate the sounds of a tank moving, guess what!? It kept playing while it was stopped, too..

Yay, I suck...

Edit: Never mind, I fixed it.. I still suck though :(
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Alright, I spent a while making a nuke.. Is there any way to make smoke or particles come out, then up?

I can do EVERYTHING else for it, but I can't seem to find a way to give it a different move pattern.. Maybe Argh's has some tips...

edit: Never mind, I already got help...
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

This one may be kinda easy for somebody who knows the secret..

How do I make a particle shoot out in a specified direction from a model? I got a unit which fires a ton of bullets, and for once, I wanna make bullet casings fall out...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

In the fbi:
[SFXTypes]
{
explosiongeneratorX=custom:FLAMER_PILOT;
}

In the script:
emit-sfx 1024+X from piecename;

Where X is...a number.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

lol... you miss my questions every time...

I mean to have a brass shell shoot out, from the side of a turret... This is not close to what I asked.. Peet, I am not a retard, I know how to script effects, I have over 30 in my mod already...

If it shoots in 1 direction, map-wise, then it won't be shooting out from the side of my turret, if it rotates, will it...?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Then rotate the piece!
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

By script preferably.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Scripting isn't hard.. I just DON'T KNOW EVERY FUCKEN COMMAND!

There are no compilations of what is and what isn't a command. If I knew the mother fucken commands I wouldn't have to fucken guess every damn time I wanted to get something different fucken done...

Wow, I needed that...

Could somebody, for the love of god, make a compilation of the different commands and symbols I can use and what they do...?

I can't and won't use something if I don't know what it is..

I see plenty of people using different things than I do, and it seems like some of the things they use make it a lot shorter... I WILL NOT COPY SOMEBODY ELSE'S WORK! I REFUSE! I may look at it and go "Oh, so that command does that" but I won't just copy work and use it, while altering a few basic things. Makes me feel like a fucken retard. I like to use my own content, and write my own codes and scripts.

So, in the end. YES, I WOULD rather write a 100 line script for Ammunition and Bursts than use somebody elses example. One reason I am not going to use Rattle's.. I don't know what -- and a few other things do.

I might come off as hard headed, ignorant, and headstrong for not using somebody else's scripts. I feel it is weak and pathetic to steal someone elses.

So, make a damn compilation...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

1. You can align the effect to the dir vector.
2. The dir vector is the rotation of the emitting piece.

Any questions?
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

When it comes to code, always reuse (steal) and build upon the work of others. Not invented here philosophy will not get you far.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

KDR, I don't need help with that anymore.

My problem is that there is no wiki or compilation of all of the things we can do with scripts and scriptor.

Half the time I need something, I check a half a million scripts, none have anything similar, and I guess 5 or 6 times until it turns blue or it compiles.

:|
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

There were at least some script command manuals on FileUniverse, those list all the BOS keywords for OTA engine. 99% of them works in Spring.
Look here.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Thanks yuritch..

:mrgreen:
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ack...

A: Is this the cool dusttrail that goes through the air on standard explosions?

smoketrail=CSmokeTrailProjectile;

Image

B: If so, what are the parameters, etc?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

gah..

Is there anything called when a unit dies by self destruction?

My soldiers are about to start slittin some throats when they are told to kill themselves...

Of course, with a nice spray of fresh blood to water the parched battlefield...

(PS: If ya haven't guessed by now, my game may be rated M... :twisted: )
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

When self-ded, the Killed() function is called at maximum severity. This, I believe, corresponds to the bit that comes after all the if( severity% <= %). There aren't any special functions called, but most of the time you will only get 100% death from a self-d. However, with the new, all-powerful lua it should be possible to intercept the self-d command with lua, probably the mod specific gui, and call a special function in the cob, and even (probably, maybe) have that function return a value to lua so it knows that it is time to remove the unit from the game.

Just don't ask me how. Lua doesn't like me yet...
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

What does an orange sphere (instead of black) in debug mean? See some gundam federation mech fabs for examples.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It seems to take a random color from the s3o texture, even depends on the parts that are shown. I get different colors for the different drones in CvC which all use the same s3o, just with parts hidden.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

HHHHeeeeyyy...

If I use one long continuous, instead of making a sound everytime a bullet is fired in a burst, will it reduce lag?..
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Possibly.
Locked

Return to “Game Development Tutorials & Resources”