Page 11 of 59
Posted: 24 May 2007, 18:11
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

Posted: 25 May 2007, 01:14
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...
Posted: 31 May 2007, 05:30
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...
Posted: 31 May 2007, 05:35
by Peet
In the fbi:
[SFXTypes]
{
explosiongeneratorX=custom:FLAMER_PILOT;
}
In the script:
emit-sfx 1024+X from piecename;
Where X is...a number.
Posted: 31 May 2007, 05:49
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...?
Posted: 31 May 2007, 07:37
by KDR_11k
Then rotate the piece!
Posted: 31 May 2007, 16:21
by rattle
By script preferably.
Posted: 01 Jun 2007, 23:35
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...
Posted: 02 Jun 2007, 07:13
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?
Posted: 02 Jun 2007, 07:54
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.
Posted: 02 Jun 2007, 23:55
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.

Posted: 04 Jun 2007, 07:55
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.
Posted: 05 Jun 2007, 00:24
by Snipawolf
Thanks yuritch..

Posted: 05 Jun 2007, 06:28
by Snipawolf
Ack...
A: Is this the cool dusttrail that goes through the air on standard explosions?
smoketrail=CSmokeTrailProjectile;
B: If so, what are the parameters, etc?
Posted: 08 Jun 2007, 04:43
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...

)
Posted: 08 Jun 2007, 08:55
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...
Posted: 21 Jun 2007, 18:05
by imbaczek
What does an orange sphere (instead of black) in debug mean? See some gundam federation mech fabs for examples.
Posted: 21 Jun 2007, 20:28
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.
Posted: 02 Jul 2007, 16:28
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?..
Posted: 02 Jul 2007, 16:34
by KDR_11k
Possibly.