Xect vs. Mynn
Moderator: Moderators
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
Help!
The comander now builds, walks, and shoots. I removed the base plate, which looked funny. I need help with a couple of issues that have me stumped. The mod-in-progress is at http://blancandrin.dyndns.org/~foe/xect ... n_v03a.sd7
1. After removing the Xect Commander's base plate, I get an "unknow texture 00" message when starting a game.
2. Several units will not shoot. I have been working on the Kindjal Plasma Trooper, and I am stumped as to why he doesn't shoot. The same weapon shoots with other units. I'm posting the script below, hopefully someone can let me know what I need to do to fix this.
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece base, hip_joint, hip, rthigh_joint, rthigh, rleg_joint, rleg, rfoot_joint,
rfoot, lthigh_joint, lthigh, lleg_joint, lleg, lfoot_joint, lfoot, torso_joint,
collar, neck, chest, ribs, shoulders, launchers, rflare, lflare,
rarm_joint, rarm, rwrist_joint, rwrist, rhand_joint, rhand, larm_joint, larm,
lwrist_joint, lwrist, lhand_joint, lhand, pack, tubes, bothead, tophead,
visor, head_joint;
static-var bMoving, bAiming, Static_Var_3, gun_1, Static_Var_5,
Static_Var_6;
// Signal definitions
#define SIG_AIM 4
walk(Func_Var_1)
{
if( bMoving == 1 )
{
turn hip_joint to y-axis <15.> speed <145.>;
turn lthigh_joint to x-axis <-35.> speed <145.>;
turn lleg_joint to x-axis <-25.> speed <145.>;
turn lfoot_joint to x-axis <-15.> speed <145.>;
turn rthigh_joint to x-axis <35.> speed <145.>;
turn rleg_joint to x-axis <25.> speed <145.>;
turn rfoot_joint to x-axis <15.> speed <145.>;
wait-for-turn hip_joint around x-axis;
wait-for-turn lthigh_joint around x-axis;
wait-for-turn lleg_joint around x-axis;
wait-for-turn rthigh_joint around x-axis;
wait-for-turn rleg_joint around x-axis;
}
if( Func_Var_1 == 1 )
{
turn larm_joint to x-axis <-35.> speed <145.>;
turn lwrist_joint to x-axis <0.> speed <145.>;
turn rarm_joint to x-axis <35.> speed <145.>;
turn rwrist_joint to x-axis <-75.> speed <145.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <0.> speed <145.>;
turn lleg_joint to x-axis <0.> speed <145.>;
turn lfoot_joint to x-axis <0.> speed <145.>;
turn rthigh_joint to x-axis <0.> speed <145.>;
turn rleg_joint to x-axis <0.> speed <145.>;
turn rfoot_joint to x-axis <0.> speed <145.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <35.> speed <145.>;
turn lleg_joint to x-axis <25.> speed <145.>;
turn lfoot_joint to x-axis <15.> speed <145.>;
turn rthigh_joint to x-axis <-35.> speed <145.>;
turn rleg_joint to x-axis <-25.> speed <145.>;
turn rfoot_joint to x-axis <-15.> speed <145.>;
turn torso_joint to y-axis <10.> speed <25.>;
turn torso_joint to z-axis <-5.> speed <25.>;
turn torso_joint to x-axis <5.> speed <60.>;
turn hip_joint to z-axis <3.> speed <50.>;
wait-for-turn hip_joint around x-axis;
wait-for-turn lthigh_joint around x-axis;
wait-for-turn lleg_joint around x-axis;
wait-for-turn rthigh_joint around x-axis;
wait-for-turn rleg_joint around x-axis;
}
if( Func_Var_1 == 1 )
{
turn larm_joint to x-axis <35.> speed <145.>;
turn lwrist_joint to x-axis <-75.> speed <145.>;
turn rarm_joint to x-axis <-35.> speed <145.>;
turn rwrist_joint to x-axis <0.> speed <145.>;
}
if( bMoving == 1 )
{
turn torso_joint to x-axis <-5.> speed <25.>;
turn torso_joint to y-axis <-10.> speed <25.>;
turn torso_joint to z-axis <5.> speed <25.>;
turn hip_joint to z-axis <-3.> speed <50.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <0.> speed <145.>;
turn lleg_joint to x-axis <0.> speed <145.>;
turn lfoot_joint to x-axis <0.> speed <145.>;
turn rthigh_joint to x-axis <0.> speed <145.>;
turn rleg_joint to x-axis <0.> speed <145.>;
turn rfoot_joint to x-axis <0.> speed <145.>;
}
}
relax()
{
while( Static_Var_5 )
{
if( Static_Var_5 )
{
turn larm_joint to x-axis <75.> speed <15.>;
}
if( Static_Var_5 )
{
turn larm_joint to z-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to x-axis <90.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to z-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn head_joint to y-axis <-35.> speed <30.>;
}
if( Static_Var_5 )
{
turn head_joint to x-axis <-45.> speed <30.>;
}
if( Static_Var_5 )
{
turn torso_joint to x-axis <-30.> speed <30.>;
}
if( Static_Var_5 )
{
wait-for-turn head_joint around y-axis;
}
if( Static_Var_5 )
{
turn torso_joint to y-axis <-35.> speed <15.>;
}
if( Static_Var_5 )
{
turn torso_joint to z-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to x-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to y-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lleg_joint to x-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rleg_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
wait-for-turn torso_joint around y-axis;
}
if( Static_Var_5 )
{
wait-for-turn larm_joint around x-axis;
}
if( Static_Var_5 )
{
wait-for-turn rarm_joint around x-axis;
}
if( Static_Var_5 )
{
turn head_joint to y-axis <35.> speed <30.>;
}
if( Static_Var_5 )
{
turn head_joint to x-axis <-45.> speed <30.>;
}
if( Static_Var_5 )
{
turn torso_joint to x-axis <-30.> speed <30.>;
}
if( Static_Var_5 )
{
wait-for-turn head_joint around y-axis;
}
if( Static_Var_5 )
{
turn torso_joint to z-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to x-axis <-30.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lleg_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rleg_joint to x-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to x-axis <75.> speed <15.>;
}
if( Static_Var_5 )
{
wait-for-turn torso_joint around y-axis;
}
if( Static_Var_5 )
{
wait-for-turn larm_joint around x-axis;
}
if( Static_Var_5 )
{
wait-for-turn rarm_joint around x-axis;
}
}
}
MotionControl(moving, aiming, justmoved)
{
var Func_Var_4;
justmoved = TRUE;
Func_Var_4 = 0;
while( TRUE )
{
moving = bMoving;
aiming = bAiming;
if( moving )
{
if( aiming )
{
Static_Var_3 = 1;
Static_Var_5 = 0;
Func_Var_4 = 0;
}
if( !aiming )
{
Static_Var_3 = 0;
Static_Var_5 = 0;
Func_Var_4 = 1;
}
call-script walk(Func_Var_4);
justmoved = TRUE;
}
if( !moving )
{
Static_Var_3 = 1;
if( justmoved )
{
if( !aiming )
{
sleep 2000;
Static_Var_5 = 1;
start-script relax();
}
turn rthigh_joint to x-axis <0.> speed <200.>;
turn rleg_joint to x-axis <0.> speed <200.>;
turn rfoot_joint to x-axis <0.> speed <200.>;
turn lthigh_joint to x-axis <0.> speed <200.>;
turn lleg_joint to x-axis <0.> speed <200.>;
turn lfoot_joint to x-axis <0.> speed <200.>;
justmoved = FALSE;
}
sleep 200;
}
}
}
Create()
{
bMoving = FALSE;
bAiming = FALSE;
Static_Var_3 = 1;
Static_Var_5 = 1;
dont-shade base;
dont-shade hip;
dont-shade chest;
dont-shade ribs;
dont-shade collar;
dont-shade neck;
dont-shade bothead;
dont-shade tophead;
dont-shade visor;
dont-cache visor;
dont-shade pack;
dont-cache pack;
dont-shade tubes;
dont-shade launchers;
dont-shade shoulders;
dont-shade rarm;
dont-shade larm;
dont-shade rwrist;
dont-shade lwrist;
dont-shade rhand;
dont-shade lhand;
dont-shade rthigh;
dont-shade rleg;
dont-shade rfoot;
dont-shade lthigh;
dont-shade lleg;
dont-shade lfoot;
start-script MotionControl();
gun_1 = base;
}
StartMoving()
{
bMoving = TRUE;
}
StopMoving()
{
bMoving = FALSE;
}
SweetSpot(piecenum)
{
piecenum = base;
}
FirePrimary()
{
if( gun_1 == 0 )
{
turn torso_joint to y-axis <-35.> speed <310.>;
gun_1 = hip_joint;
sleep 20;
wait-for-turn torso_joint around y-axis;
turn torso_joint to z-axis <0.> speed <30.>;
return (0);
}
if( gun_1 == 1 )
{
turn torso_joint to y-axis <35.> speed <310.>;
gun_1 = base;
sleep 20;
wait-for-turn torso_joint around y-axis;
turn torso_joint to z-axis <0.> speed <30.>;
return (0);
}
}
AimFromPrimary(piecenum)
{
if( gun_1 == 0 )
{
piecenum = rflare;
}
if( gun_1 == 1 )
{
piecenum = lflare;
}
}
QueryPrimary(piecenum)
{
if( gun_1 == 0 )
{
piecenum = rflare;
}
if( gun_1 == 1 )
{
piecenum = lflare;
}
}
reset()
{
sleep 2000;
move hip_joint to y-axis [0.] speed [200.];
move torso_joint to y-axis [0.] speed [200.];
move hip_joint to z-axis [0.] speed [200.];
move torso_joint to z-axis [0.] speed [200.];
turn head_joint to z-axis <0.> speed <200.>;
turn hip_joint to z-axis <0.> speed <200.>;
turn torso_joint to z-axis <0.> speed <200.>;
turn rarm_joint to z-axis <0.> speed <200.>;
turn larm_joint to z-axis <0.> speed <200.>;
turn rwrist_joint to z-axis <0.> speed <200.>;
turn lwrist_joint to z-axis <0.> speed <200.>;
turn rhand_joint to z-axis <0.> speed <200.>;
turn lhand_joint to z-axis <0.> speed <200.>;
turn rthigh_joint to z-axis <0.> speed <200.>;
turn rleg_joint to z-axis <0.> speed <200.>;
turn rfoot_joint to z-axis <0.> speed <200.>;
turn lthigh_joint to z-axis <0.> speed <200.>;
turn lleg_joint to z-axis <0.> speed <200.>;
turn lfoot_joint to z-axis <0.> speed <200.>;
turn head_joint to y-axis <0.> speed <200.>;
turn hip_joint to y-axis <0.> speed <200.>;
turn torso_joint to y-axis <0.> speed <200.>;
turn rarm_joint to y-axis <0.> speed <200.>;
turn larm_joint to y-axis <0.> speed <200.>;
turn rwrist_joint to y-axis <0.> speed <200.>;
turn lwrist_joint to y-axis <0.> speed <200.>;
turn rhand_joint to y-axis <0.> speed <200.>;
turn lhand_joint to y-axis <0.> speed <200.>;
turn rthigh_joint to y-axis <0.> speed <200.>;
turn rleg_joint to y-axis <0.> speed <200.>;
turn rfoot_joint to y-axis <0.> speed <200.>;
turn lthigh_joint to y-axis <0.> speed <200.>;
turn lleg_joint to y-axis <0.> speed <200.>;
turn lfoot_joint to y-axis <0.> speed <200.>;
turn head_joint to x-axis <0.> speed <200.>;
turn hip_joint to x-axis <0.> speed <200.>;
turn torso_joint to x-axis <0.> speed <200.>;
turn rarm_joint to x-axis <0.> speed <200.>;
turn larm_joint to x-axis <0.> speed <200.>;
turn rwrist_joint to x-axis <0.> speed <200.>;
turn lwrist_joint to x-axis <0.> speed <200.>;
turn rhand_joint to x-axis <0.> speed <200.>;
turn lhand_joint to x-axis <0.> speed <200.>;
turn rthigh_joint to x-axis <0.> speed <200.>;
turn rleg_joint to x-axis <0.> speed <200.>;
turn rfoot_joint to x-axis <0.> speed <200.>;
turn lthigh_joint to x-axis <0.> speed <200.>;
turn lleg_joint to x-axis <0.> speed <200.>;
turn lfoot_joint to x-axis <0.> speed <200.>;
bAiming = FALSE;
Static_Var_5 = 1;
start-script relax();
}
AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
bAiming = TRUE;
Static_Var_5 = 0;
while( !Static_Var_3 )
{
sleep 100;
}
Static_Var_6 = 0 - pitch;
turn torso_joint to y-axis heading speed <135.>;
turn torso_joint to x-axis Static_Var_6 speed <135.>;
turn head_joint to y-axis heading speed <185.>;
turn head_joint to x-axis Static_Var_6 speed <175.>;
wait-for-turn torso_joint around y-axis;
wait-for-turn torso_joint around x-axis;
sleep 2000;
start-script reset();
return (1);
}
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
if( severity <= 100 )
{
corpsetype = 2;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
corpsetype = 3;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
1. After removing the Xect Commander's base plate, I get an "unknow texture 00" message when starting a game.
2. Several units will not shoot. I have been working on the Kindjal Plasma Trooper, and I am stumped as to why he doesn't shoot. The same weapon shoots with other units. I'm posting the script below, hopefully someone can let me know what I need to do to fix this.
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece base, hip_joint, hip, rthigh_joint, rthigh, rleg_joint, rleg, rfoot_joint,
rfoot, lthigh_joint, lthigh, lleg_joint, lleg, lfoot_joint, lfoot, torso_joint,
collar, neck, chest, ribs, shoulders, launchers, rflare, lflare,
rarm_joint, rarm, rwrist_joint, rwrist, rhand_joint, rhand, larm_joint, larm,
lwrist_joint, lwrist, lhand_joint, lhand, pack, tubes, bothead, tophead,
visor, head_joint;
static-var bMoving, bAiming, Static_Var_3, gun_1, Static_Var_5,
Static_Var_6;
// Signal definitions
#define SIG_AIM 4
walk(Func_Var_1)
{
if( bMoving == 1 )
{
turn hip_joint to y-axis <15.> speed <145.>;
turn lthigh_joint to x-axis <-35.> speed <145.>;
turn lleg_joint to x-axis <-25.> speed <145.>;
turn lfoot_joint to x-axis <-15.> speed <145.>;
turn rthigh_joint to x-axis <35.> speed <145.>;
turn rleg_joint to x-axis <25.> speed <145.>;
turn rfoot_joint to x-axis <15.> speed <145.>;
wait-for-turn hip_joint around x-axis;
wait-for-turn lthigh_joint around x-axis;
wait-for-turn lleg_joint around x-axis;
wait-for-turn rthigh_joint around x-axis;
wait-for-turn rleg_joint around x-axis;
}
if( Func_Var_1 == 1 )
{
turn larm_joint to x-axis <-35.> speed <145.>;
turn lwrist_joint to x-axis <0.> speed <145.>;
turn rarm_joint to x-axis <35.> speed <145.>;
turn rwrist_joint to x-axis <-75.> speed <145.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <0.> speed <145.>;
turn lleg_joint to x-axis <0.> speed <145.>;
turn lfoot_joint to x-axis <0.> speed <145.>;
turn rthigh_joint to x-axis <0.> speed <145.>;
turn rleg_joint to x-axis <0.> speed <145.>;
turn rfoot_joint to x-axis <0.> speed <145.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <35.> speed <145.>;
turn lleg_joint to x-axis <25.> speed <145.>;
turn lfoot_joint to x-axis <15.> speed <145.>;
turn rthigh_joint to x-axis <-35.> speed <145.>;
turn rleg_joint to x-axis <-25.> speed <145.>;
turn rfoot_joint to x-axis <-15.> speed <145.>;
turn torso_joint to y-axis <10.> speed <25.>;
turn torso_joint to z-axis <-5.> speed <25.>;
turn torso_joint to x-axis <5.> speed <60.>;
turn hip_joint to z-axis <3.> speed <50.>;
wait-for-turn hip_joint around x-axis;
wait-for-turn lthigh_joint around x-axis;
wait-for-turn lleg_joint around x-axis;
wait-for-turn rthigh_joint around x-axis;
wait-for-turn rleg_joint around x-axis;
}
if( Func_Var_1 == 1 )
{
turn larm_joint to x-axis <35.> speed <145.>;
turn lwrist_joint to x-axis <-75.> speed <145.>;
turn rarm_joint to x-axis <-35.> speed <145.>;
turn rwrist_joint to x-axis <0.> speed <145.>;
}
if( bMoving == 1 )
{
turn torso_joint to x-axis <-5.> speed <25.>;
turn torso_joint to y-axis <-10.> speed <25.>;
turn torso_joint to z-axis <5.> speed <25.>;
turn hip_joint to z-axis <-3.> speed <50.>;
}
if( bMoving == 1 )
{
turn hip_joint to y-axis <0.> speed <145.>;
turn lthigh_joint to x-axis <0.> speed <145.>;
turn lleg_joint to x-axis <0.> speed <145.>;
turn lfoot_joint to x-axis <0.> speed <145.>;
turn rthigh_joint to x-axis <0.> speed <145.>;
turn rleg_joint to x-axis <0.> speed <145.>;
turn rfoot_joint to x-axis <0.> speed <145.>;
}
}
relax()
{
while( Static_Var_5 )
{
if( Static_Var_5 )
{
turn larm_joint to x-axis <75.> speed <15.>;
}
if( Static_Var_5 )
{
turn larm_joint to z-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to x-axis <90.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to z-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn head_joint to y-axis <-35.> speed <30.>;
}
if( Static_Var_5 )
{
turn head_joint to x-axis <-45.> speed <30.>;
}
if( Static_Var_5 )
{
turn torso_joint to x-axis <-30.> speed <30.>;
}
if( Static_Var_5 )
{
wait-for-turn head_joint around y-axis;
}
if( Static_Var_5 )
{
turn torso_joint to y-axis <-35.> speed <15.>;
}
if( Static_Var_5 )
{
turn torso_joint to z-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to x-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to y-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lleg_joint to x-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rleg_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
wait-for-turn torso_joint around y-axis;
}
if( Static_Var_5 )
{
wait-for-turn larm_joint around x-axis;
}
if( Static_Var_5 )
{
wait-for-turn rarm_joint around x-axis;
}
if( Static_Var_5 )
{
turn head_joint to y-axis <35.> speed <30.>;
}
if( Static_Var_5 )
{
turn head_joint to x-axis <-45.> speed <30.>;
}
if( Static_Var_5 )
{
turn torso_joint to x-axis <-30.> speed <30.>;
}
if( Static_Var_5 )
{
wait-for-turn head_joint around y-axis;
}
if( Static_Var_5 )
{
turn torso_joint to z-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn lthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to x-axis <-30.> speed <15.>;
}
if( Static_Var_5 )
{
turn rthigh_joint to y-axis <-10.> speed <15.>;
}
if( Static_Var_5 )
{
turn lleg_joint to x-axis <0.> speed <15.>;
}
if( Static_Var_5 )
{
turn rleg_joint to x-axis <10.> speed <15.>;
}
if( Static_Var_5 )
{
turn rarm_joint to x-axis <75.> speed <15.>;
}
if( Static_Var_5 )
{
wait-for-turn torso_joint around y-axis;
}
if( Static_Var_5 )
{
wait-for-turn larm_joint around x-axis;
}
if( Static_Var_5 )
{
wait-for-turn rarm_joint around x-axis;
}
}
}
MotionControl(moving, aiming, justmoved)
{
var Func_Var_4;
justmoved = TRUE;
Func_Var_4 = 0;
while( TRUE )
{
moving = bMoving;
aiming = bAiming;
if( moving )
{
if( aiming )
{
Static_Var_3 = 1;
Static_Var_5 = 0;
Func_Var_4 = 0;
}
if( !aiming )
{
Static_Var_3 = 0;
Static_Var_5 = 0;
Func_Var_4 = 1;
}
call-script walk(Func_Var_4);
justmoved = TRUE;
}
if( !moving )
{
Static_Var_3 = 1;
if( justmoved )
{
if( !aiming )
{
sleep 2000;
Static_Var_5 = 1;
start-script relax();
}
turn rthigh_joint to x-axis <0.> speed <200.>;
turn rleg_joint to x-axis <0.> speed <200.>;
turn rfoot_joint to x-axis <0.> speed <200.>;
turn lthigh_joint to x-axis <0.> speed <200.>;
turn lleg_joint to x-axis <0.> speed <200.>;
turn lfoot_joint to x-axis <0.> speed <200.>;
justmoved = FALSE;
}
sleep 200;
}
}
}
Create()
{
bMoving = FALSE;
bAiming = FALSE;
Static_Var_3 = 1;
Static_Var_5 = 1;
dont-shade base;
dont-shade hip;
dont-shade chest;
dont-shade ribs;
dont-shade collar;
dont-shade neck;
dont-shade bothead;
dont-shade tophead;
dont-shade visor;
dont-cache visor;
dont-shade pack;
dont-cache pack;
dont-shade tubes;
dont-shade launchers;
dont-shade shoulders;
dont-shade rarm;
dont-shade larm;
dont-shade rwrist;
dont-shade lwrist;
dont-shade rhand;
dont-shade lhand;
dont-shade rthigh;
dont-shade rleg;
dont-shade rfoot;
dont-shade lthigh;
dont-shade lleg;
dont-shade lfoot;
start-script MotionControl();
gun_1 = base;
}
StartMoving()
{
bMoving = TRUE;
}
StopMoving()
{
bMoving = FALSE;
}
SweetSpot(piecenum)
{
piecenum = base;
}
FirePrimary()
{
if( gun_1 == 0 )
{
turn torso_joint to y-axis <-35.> speed <310.>;
gun_1 = hip_joint;
sleep 20;
wait-for-turn torso_joint around y-axis;
turn torso_joint to z-axis <0.> speed <30.>;
return (0);
}
if( gun_1 == 1 )
{
turn torso_joint to y-axis <35.> speed <310.>;
gun_1 = base;
sleep 20;
wait-for-turn torso_joint around y-axis;
turn torso_joint to z-axis <0.> speed <30.>;
return (0);
}
}
AimFromPrimary(piecenum)
{
if( gun_1 == 0 )
{
piecenum = rflare;
}
if( gun_1 == 1 )
{
piecenum = lflare;
}
}
QueryPrimary(piecenum)
{
if( gun_1 == 0 )
{
piecenum = rflare;
}
if( gun_1 == 1 )
{
piecenum = lflare;
}
}
reset()
{
sleep 2000;
move hip_joint to y-axis [0.] speed [200.];
move torso_joint to y-axis [0.] speed [200.];
move hip_joint to z-axis [0.] speed [200.];
move torso_joint to z-axis [0.] speed [200.];
turn head_joint to z-axis <0.> speed <200.>;
turn hip_joint to z-axis <0.> speed <200.>;
turn torso_joint to z-axis <0.> speed <200.>;
turn rarm_joint to z-axis <0.> speed <200.>;
turn larm_joint to z-axis <0.> speed <200.>;
turn rwrist_joint to z-axis <0.> speed <200.>;
turn lwrist_joint to z-axis <0.> speed <200.>;
turn rhand_joint to z-axis <0.> speed <200.>;
turn lhand_joint to z-axis <0.> speed <200.>;
turn rthigh_joint to z-axis <0.> speed <200.>;
turn rleg_joint to z-axis <0.> speed <200.>;
turn rfoot_joint to z-axis <0.> speed <200.>;
turn lthigh_joint to z-axis <0.> speed <200.>;
turn lleg_joint to z-axis <0.> speed <200.>;
turn lfoot_joint to z-axis <0.> speed <200.>;
turn head_joint to y-axis <0.> speed <200.>;
turn hip_joint to y-axis <0.> speed <200.>;
turn torso_joint to y-axis <0.> speed <200.>;
turn rarm_joint to y-axis <0.> speed <200.>;
turn larm_joint to y-axis <0.> speed <200.>;
turn rwrist_joint to y-axis <0.> speed <200.>;
turn lwrist_joint to y-axis <0.> speed <200.>;
turn rhand_joint to y-axis <0.> speed <200.>;
turn lhand_joint to y-axis <0.> speed <200.>;
turn rthigh_joint to y-axis <0.> speed <200.>;
turn rleg_joint to y-axis <0.> speed <200.>;
turn rfoot_joint to y-axis <0.> speed <200.>;
turn lthigh_joint to y-axis <0.> speed <200.>;
turn lleg_joint to y-axis <0.> speed <200.>;
turn lfoot_joint to y-axis <0.> speed <200.>;
turn head_joint to x-axis <0.> speed <200.>;
turn hip_joint to x-axis <0.> speed <200.>;
turn torso_joint to x-axis <0.> speed <200.>;
turn rarm_joint to x-axis <0.> speed <200.>;
turn larm_joint to x-axis <0.> speed <200.>;
turn rwrist_joint to x-axis <0.> speed <200.>;
turn lwrist_joint to x-axis <0.> speed <200.>;
turn rhand_joint to x-axis <0.> speed <200.>;
turn lhand_joint to x-axis <0.> speed <200.>;
turn rthigh_joint to x-axis <0.> speed <200.>;
turn rleg_joint to x-axis <0.> speed <200.>;
turn rfoot_joint to x-axis <0.> speed <200.>;
turn lthigh_joint to x-axis <0.> speed <200.>;
turn lleg_joint to x-axis <0.> speed <200.>;
turn lfoot_joint to x-axis <0.> speed <200.>;
bAiming = FALSE;
Static_Var_5 = 1;
start-script relax();
}
AimPrimary(heading, pitch)
{
signal SIG_AIM;
set-signal-mask SIG_AIM;
bAiming = TRUE;
Static_Var_5 = 0;
while( !Static_Var_3 )
{
sleep 100;
}
Static_Var_6 = 0 - pitch;
turn torso_joint to y-axis heading speed <135.>;
turn torso_joint to x-axis Static_Var_6 speed <135.>;
turn head_joint to y-axis heading speed <185.>;
turn head_joint to x-axis Static_Var_6 speed <175.>;
wait-for-turn torso_joint around y-axis;
wait-for-turn torso_joint around x-axis;
sleep 2000;
start-script reset();
return (1);
}
Killed(severity, corpsetype)
{
if( severity <= 25 )
{
corpsetype = 1;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
if( severity <= 100 )
{
corpsetype = 2;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
corpsetype = 3;
explode chest type BITMAPONLY | BITMAP1;
return (0);
}
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
Ok. That was a fun variable tracking excercise, only to find that wasn't the problem. Remove the sleep 2000; from the bottum of AimPrimary(). Spring calls the script many times per second, so it is never getting to the end of the AimPrimary() and the return(1), which tells it that it can now fire.
I'd also like to encourage you to go throw and replace anywhere where a variable is made equal to a piecename with it's numerical equivalent (based on its position in the piece list). Junk like "gun_1 = base", its confusing and prone to problems if the piece list gets changed.
I'd also like to encourage you to go throw and replace anywhere where a variable is made equal to a piecename with it's numerical equivalent (based on its position in the piece list). Junk like "gun_1 = base", its confusing and prone to problems if the piece list gets changed.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I'm making new cursors.
After playing around with some ideas I decided to start with some concept art before I invest a lot of time in 3D models and stuff.
Would like to have some feedback.
You can throw in your own concept art if you like.
Cursors are like a icon, they need to make clear what the action is you are going to preform.
Xect and Mynn need 10 cursor animations and one regular cursor.
Attack, Capture, Defend, Move, Patrol, Pick-up, Reclamate, Repair, Revive, Unload and the "normal" cursor.
Anyway, I made some examples
Attack:

Capture:

Defend:

After playing around with some ideas I decided to start with some concept art before I invest a lot of time in 3D models and stuff.
Would like to have some feedback.
You can throw in your own concept art if you like.
Cursors are like a icon, they need to make clear what the action is you are going to preform.
Xect and Mynn need 10 cursor animations and one regular cursor.
Attack, Capture, Defend, Move, Patrol, Pick-up, Reclamate, Repair, Revive, Unload and the "normal" cursor.
Anyway, I made some examples
Attack:

Capture:

Defend:

- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Tim Blokdijk wrote:...
Shield glowing.. sounds like warcraft.
Can't really think of how a shield for Spring should look like.

The sequence of images of the cursor are strict, as in «must be 10 frames»? If so, how many? Or it can be as long as we want?
I've contacted zenoclone about the problem with AI and he replies with somethign about either spring nto beign setup properly or soemthign todo with how Xect uses OTA textures and files in some places.
Missing data might be a reason, the AI crashes in a palce that yields no clues, and it seems ti creates exceptions when ti calls for a untidef. Perhaps sprign is missing somethign so ti doesnt laod correctly causing a cascade of instability. Youc ans ee this as in spring a untis dependencies arent checked till ti apepars on the map. eg using the latest version fo WD on fileunvierse I could fidn spring paused for a few secodns when buildign the dod unti that ahd a missing texture, then carried on whereas OTA would have crashed outright.
Missing data might be a reason, the AI crashes in a palce that yields no clues, and it seems ti creates exceptions when ti calls for a untidef. Perhaps sprign is missing somethign so ti doesnt laod correctly causing a cascade of instability. Youc ans ee this as in spring a untis dependencies arent checked till ti apepars on the map. eg using the latest version fo WD on fileunvierse I could fidn spring paused for a few secodns when buildign the dod unti that ahd a missing texture, then carried on whereas OTA would have crashed outright.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3034
I've made some concept art and i'm showing it there.
I've made some concept art and i'm showing it there.
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Hey guys,
I know that for every sound/texture in the Mynn, I made sure it was all either original or royalty free to use. As for the Xect-- I honestly can't remember. I know under Fair Use you can get away with using short clips of sounds. When you buy SFX discs, for example, you can tell some sounds have been clipped out of TV shows. Now, I know early on I actually used "gag" sounds in the Xect... like the Intel chime. Those sort of things are protected and, in theory, I removed those. But it's been a while. The Xect also points to some OTA sounds, wreckage textures, and weapon models. Since they're not included in the download, there's no legal problem AFAIK, but it would cause the Spring to crash if you didn't have the OTA files installed. You'd probably have to repoint those textures/weapons/etc to some Mynn files that are similar (and there should be).
Anyway, I hope this is useful. I wish I still had time to work on either of them.
I know that for every sound/texture in the Mynn, I made sure it was all either original or royalty free to use. As for the Xect-- I honestly can't remember. I know under Fair Use you can get away with using short clips of sounds. When you buy SFX discs, for example, you can tell some sounds have been clipped out of TV shows. Now, I know early on I actually used "gag" sounds in the Xect... like the Intel chime. Those sort of things are protected and, in theory, I removed those. But it's been a while. The Xect also points to some OTA sounds, wreckage textures, and weapon models. Since they're not included in the download, there's no legal problem AFAIK, but it would cause the Spring to crash if you didn't have the OTA files installed. You'd probably have to repoint those textures/weapons/etc to some Mynn files that are similar (and there should be).
Anyway, I hope this is useful. I wish I still had time to work on either of them.
Triforce anyone?Tim Blokdijk wrote:I'm making new cursors.
After playing around with some ideas I decided to start with some concept art before I invest a lot of time in 3D models and stuff.
Would like to have some feedback.
You can throw in your own concept art if you like.
Cursors are like a icon, they need to make clear what the action is you are going to preform.
Xect and Mynn need 10 cursor animations and one regular cursor.
Attack, Capture, Defend, Move, Patrol, Pick-up, Reclamate, Repair, Revive, Unload and the "normal" cursor.
Anyway, I made some examples
Attack:
Capture:
Defend:
I did an NTAI test yesterday and NTAI didnt laod at all btu I played anyways and found that the 2 races togetehr use too many textures for a 3d0 model mod. Wreckages ahd the telltale collage of mini textures on them
A number of Xect aircraft didnt fire either, and xect units have a dark purplish square udnerneath them that shows and messes it up visually. The same with the xect bomber.
A number of Xect aircraft didnt fire either, and xect units have a dark purplish square udnerneath them that shows and messes it up visually. The same with the xect bomber.
Hmmm.... I know that for the aircraft, I sometimes did a "shadow plate" to make it so there were shadows for them. For whatever reason, I tried be super-efficient in poly-count for them.
If you guys want, I can email the original LWO files to you for any "new" units in the Xect (some were old units refurbished, so to speak), as well as any textures (since I made them all except the Xect wreckage).
I have a little bit of spare time between now and early January. So I can give whatever help you need in that time.
If you guys want, I can email the original LWO files to you for any "new" units in the Xect (some were old units refurbished, so to speak), as well as any textures (since I made them all except the Xect wreckage).
I have a little bit of spare time between now and early January. So I can give whatever help you need in that time.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
Nice to see you dropping by 
Xect & Mynn are going to be a fine mod for Spring.
Would like to have the LWO files, I don't expect to use them right away but it won't hurt to have them around.
Another question: is there a background story for Xect & Mynn?
I ask because Zoombie on the forum here might be interested in writing a background story for the Xect & Mynn.

Xect & Mynn are going to be a fine mod for Spring.
Would like to have the LWO files, I don't expect to use them right away but it won't hurt to have them around.
Another question: is there a background story for Xect & Mynn?
I ask because Zoombie on the forum here might be interested in writing a background story for the Xect & Mynn.