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Moderator: Moderators
Code: Select all
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece base, gun1, barrel1, gun2, barrel2, gun3, barrel3l, barrel3r, minigun, minibarrel;
static-var Exp;
// Signal definitions
#define SIG_AIM 2
#define SIG_AIM_2 4
#define SIG_AIM_3 8
#define SIG_AIM_4 16
SmokeUnit(healthpercent, sleeptime, smoketype)
{
while( get BUILD_PERCENT_LEFT )
{
sleep 400;
}
while( TRUE )
{
healthpercent = get HEALTH;
if( healthpercent < 66 )
{
smoketype = 256 | 2;
if( Rand( 1, 66 ) < healthpercent )
{
smoketype = 256 | 1;
}
emit-sfx smoketype from base;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
GetExp()
{
Exp = Get VETERAN_LEVEL;
if (Exp <= 20)
{
hide barrel2;
hide barrel2;
hide barrel3l;
hide barrel3r;
hide gun2;
hide gun3;
hide minigun;
hide minibarrel;
}
if (Exp > 20 and Exp <= 40)
{
hide barrel1;
hide gun1;
show gun2;
show barrel2;
}
if (Exp > 40 and Exp <= 60)
{
hide barrel1;
hide gun1;
hide barrel2;
hide gun2;
show gun3;
show barrel3l;
show barrel3r;
}
if (Exp > 60)
{
hide barrel1;
hide gun1;
hide barrel2;
hide gun2;
show gun3;
show barrel3l;
show barrel3r;
show minigun;
show minibarrel;
}
sleep 600;
start-script GetExp();
}
Create()
{
start-script SmokeUnit();
start-script GetExp();
hide barrel2;
hide barrel2;
hide barrel3l;
hide barrel3r;
hide gun2;
hide gun3;
hide minigun;
hide minibarrel;
}
AimWeapon1(heading, pitch)
{
While(Exp <= 20)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
turn gun1 to y-axis heading speed <300>;
turn barrel1 to x-axis <0> - pitch speed <300>;
wait-for-turn gun1 around y-axis;
wait-for-turn barrel1 around x-axis;
return (1);
}
}
FireWeapon1()
{
move barrel1 to z-axis [-3] now;
sleep 100;
move barrel1 to z-axis [0] now;
}
AimFromWeapon1(piecenum)
{
piecenum = gun1;
}
QueryWeapon1(piecenum)
{
piecenum = barrel1;
}
AimWeapon2(heading, pitch)
{
If (Exp > 20 and Exp <= 40)
{
signal SIG_AIM_2;
set-signal-mask SIG_AIM_2;
turn gun2 to y-axis heading speed <300>;
turn barrel2 to x-axis <0> - pitch speed <300>;
wait-for-turn gun2 around y-axis;
wait-for-turn barrel2 around x-axis;
return (1);
}
}
FireWeapon2()
{
}
AimFromWeapon2(piecenum)
{
piecenum = gun1;
}
QueryWeapon2(piecenum)
{
piecenum = barrel1;
}
AimWeapon3(heading, pitch)
{
If (Exp > 40)
{
signal SIG_AIM_3;
set-signal-mask SIG_AIM_3;
turn gun3 to y-axis heading speed <300>;
turn barrel3l to x-axis <0> - pitch speed <300>;
turn barrel3r to x-axis <0> - pitch speed <300>;
wait-for-turn gun3 around y-axis;
wait-for-turn barrel3l around x-axis;
wait-for-turn barrel3r around x-axis;
return (1);
}
}
FireWeapon3()
{
}
AimFromWeapon3(piecenum)
{
piecenum = gun3;
}
QueryWeapon3(piecenum)
{
piecenum = barrel3l;
sleep 200;
piecenum = barrel3r;
sleep 200;
}
AimWeapon4(heading, pitch)
{
If (Exp > 60)
{
signal SIG_AIM_4;
set-signal-mask SIG_AIM_4;
turn minigun to y-axis heading speed <300>;
turn minibarrel to x-axis <0> - pitch speed <300>;
wait-for-turn minigun around y-axis;
wait-for-turn minibarrel around x-axis;
return (1);
}
}
FireWeapon4()
{
}
AimFromWeapon4(piecenum)
{
piecenum = minigun;
}
QueryWeapon4(piecenum)
{
piecenum = minibarrel;
}
SweetSpot(piecenum)
{
piecenum = base;
}
Killed(severity, corpsetype)
{
hide barrel1;
if( severity <= 25 )
{
corpsetype = 1;
explode gun1 type BITMAPONLY | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode barrel1 type BITMAPONLY | BITMAP3;
explode gun1 type BITMAPONLY | BITMAP4;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode gun1 type FALL | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode barrel1 type FALL | BITMAP3;
explode gun1 type FALL | BITMAP4;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode gun1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode barrel1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode gun1 type SHATTER | BITMAP4;
return (0);
}
corpsetype = 3;
explode gun1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode barrel1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode gun1 type SHATTER | BITMAP4;
}
rcdraco wrote:Still doing some work on it, I just got back on my pc today, I'll try to finish up a few more models, uvmap, script, etc. , this week, and hopefully release Friday or Saturday.
Advanced builder, Laser, Seeker Missiles, Machine Gun, Repair Turret, Advanced Repair Turret, Resurrection Turret, Flamethrower, Cannon, and Artillery, and Behemoth are done. I have to finish the Lighting Gun, Shotgun, Jabojet, and Paralyzer yet.
The Cannon is almost done being UV mapped . Upping Builder Costs more, and lowering their HP, slightly increasing Chassis costs, increasing tankbase speed, and adding crush strength to all classes. The Behemoth will be a 6 slot megatank about 60% as fast as the Spider Tank, with double the HP, and around 190% of the cost and build speed. Doing a little more balance tweeks, and tuning out the resources [possibly adding a metal extractor].
Adding more weapon classes, and working on the Jabojet[based on the gmod version :D]. I've got a lot of work ahead of me, and the release isn't guaranteed at this point.
rcdraco wrote:Luckily for me, before I wiped my harddrive, I had sent the mod and the models already sent to my e-mail, so I was able to retrieve the files thanks to the power of yahoo. As far as the mod is concerned, I'm going to attempt to patch it up and fix the balance issues. The evolving works nicely, but I lost the working files from v8. The machine gun is no longer in the mod, but is a model with full evolving tree. The fusion builder most likely will build the behemoth, megaplane, spidertank, rockets, artillery, builder, fusion builder, and flamethrower. The basic builder will build the tank, double tank, cannon, solar, hydro compressor, laser, builder, and fusion builder.
Just because you work alone doesn't mean that there isn't an advantage to using an off-site revision system. I use SourceForge for my hobby projects simply so I don't have to worry about backing up. I can try all the stupid ideas I like (both related to the project or just screwing with my PC), safe in the knowledge that, if I destroy anything, I can get the last working version back.rcdraco wrote:Yea, I had one of those for TPW, BloX was and always will be a me alone effort. I've lost the working copy with the upgradeable machine gun, as well as a few of the models.