It is my intention to make a differant kind of mod, definatively, and even though it is scifi it will probably have more in common with World Domination rather than Absolute Annihilation. The best of both world, I'm hoping

Moderator: Moderators
Code: Select all
#define TA // This is a TA script
#include "sfxtype.h"
#include "exptype.h"
piece torso, ruparm, luparm, rfire, lfire, rloarm, lloarm, pelvis,
rthigh, lthigh, lleg, rleg, rfoot, lfoot, LAC, LRP8;
static-var Static_Var_1, Static_Var_2, Static_Var_3, Static_Var_4, Static_Var_5;
walk()
{
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn torso to y-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
return (0);
// Build by COBBLER Ver4.0 Copyright @1998 DIGITAL CONCEPT SOFTWARE (MANU@inext.fr) / http://www.annihilationcenter.com/DCS/
}
walklegs()
{
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
sleep 90;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <1.> now;
turn lleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <-1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 40;
}
if( TRUE )
{
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn rfoot to x-axis <-1.> now;
sleep 50;
}
move pelvis to y-axis [-1.] now;
turn rthigh to x-axis <1.> now;
turn lthigh to x-axis <-1.> now;
turn lleg to x-axis <1.> now;
turn lfoot to x-axis <-1.> now;
turn rleg to x-axis <1.> now;
turn rfoot to x-axis <-1.> now;
sleep 70;
}
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 torso;
}
sleeptime = healthpercent * 50;
if( sleeptime < 200 )
{
sleeptime = 200;
}
sleep sleeptime;
}
}
MotionControl(moving, aiming, justmoved)
{
justmoved = TRUE;
while( TRUE )
{
moving = Static_Var_1;
aiming = Static_Var_2;
if( moving )
{
if( aiming )
{
Static_Var_3 = 1;
call-script walklegs();
}
if( !aiming )
{
Static_Var_3 = 0;
call-script walk();
}
justmoved = TRUE;
}
if( !moving )
{
Static_Var_3 = 1;
if( justmoved )
{
move pelvis to y-axis [-1.] speed [1.];
turn rthigh to x-axis <-1.> speed <1.>;
turn rleg to x-axis <-1.> speed <1.>;
turn rfoot to x-axis <-1.> speed <1.>;
turn lthigh to x-axis <-1.> speed <1.>;
turn lleg to x-axis <-1.> speed <1.>;
turn lfoot to x-axis <-1.> speed <1.>;
if( !aiming )
{
turn torso to y-axis <-1.> speed <1.>;
}
justmoved = FALSE;
}
sleep 100;
}
}
}
Create()
{
hide rfire;
hide lfire;
Static_Var_1 = 0;
Static_Var_2 = 0;
Static_Var_3 = 1;
Static_Var_4 = 0;
Static_Var_5 = 3000;
start-script MotionControl();
start-script SmokeUnit();
}
SetMaxReloadTime(Func_Var_1)
{
Static_Var_5 = Func_Var_1 * 2;
}
StartMoving()
{
Static_Var_1 = 1;
}
StopMoving()
{
Static_Var_1 = 0;
}
SweetSpot(piecenum)
{
piecenum = torso;
}
RestoreAfterDelay()
{
sleep Static_Var_5;
turn torso to y-axis <-1.> speed <1.>;
wait-for-turn torso around y-axis;
Static_Var_2 = 0;
}
AimFromPrimary(piecenum)
{
piecenum = LAC;
}
AimFromTertiary(piecenum)
{
piecenum = lrp8;
}
QueryPrimary(piecenum)
{
piecenum = lfire;
}
QueryTertiary(piecenum)
{
piecenum = rfire;
}
FirePrimary()
{
show lfire;
sleep 100;
hide lfire;
Static_Var_4 = 0;
return (0);
}
FireTertiary()
{
sleep 100;
}
AimPrimary(heading, pitch)
{
signal 4;
set-signal-mask 4;
Static_Var_2 = 1;
while( !Static_Var_3 )
{
sleep 100;
}
turn torso to y-axis heading speed <1.>;
turn lloarm to x-axis <-1.> speed <1.>;
turn luparm to x-axis <-1.> - pitch speed <1.>;
wait-for-turn torso around y-axis;
wait-for-turn lloarm around x-axis;
wait-for-turn luparm around x-axis;
start-script RestoreAfterDelay();
return (1);
}
AimTertiary(heading, pitch)
{
signal 2;
set-signal-mask 2;
turn torso to y-axis heading speed <1.>;
turn lrp8 to x-axis <-1.> - pitch speed <1.>;
wait-for-turn torso around y-axis;
wait-for-turn lrp8 around x-axis;
start-script RestoreAfterDelay();
return (1);
}
Killed(severity, corpsetype)
{
hide rfire;
hide lfire;
if( severity <= 25 )
{
corpsetype = 1;
explode lfire type BITMAPONLY | BITMAP2;
explode lfoot type BITMAPONLY | BITMAP3;
explode lleg type BITMAPONLY | BITMAP4;
explode lloarm type BITMAPONLY | BITMAP5;
explode lthigh type BITMAPONLY | BITMAP1;
explode luparm type BITMAPONLY | BITMAP2;
explode pelvis type BITMAPONLY | BITMAP3;
explode rfire type BITMAPONLY | BITMAP4;
explode rfoot type BITMAPONLY | BITMAP5;
explode rleg type BITMAPONLY | BITMAP1;
explode rloarm type BITMAPONLY | BITMAP2;
explode rthigh type BITMAPONLY | BITMAP3;
explode ruparm type BITMAPONLY | BITMAP4;
explode torso type BITMAPONLY | BITMAP5;
return (0);
}
if( severity <= 50 )
{
corpsetype = 2;
explode lfire type FALL | BITMAP2;
explode lfoot type FALL | BITMAP3;
explode lleg type FALL | BITMAP4;
explode lloarm type FALL | BITMAP5;
explode lthigh type FALL | BITMAP1;
explode luparm type FALL | BITMAP2;
explode pelvis type FALL | BITMAP3;
explode rfire type FALL | BITMAP4;
explode rfoot type FALL | BITMAP5;
explode rleg type FALL | BITMAP1;
explode rloarm type FALL | BITMAP2;
explode rthigh type FALL | BITMAP3;
explode ruparm type FALL | BITMAP4;
explode torso type SHATTER | BITMAP5;
return (0);
}
if( severity <= 99 )
{
corpsetype = 3;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode torso type SHATTER | BITMAP5;
return (0);
}
corpsetype = 3;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode torso type SHATTER | EXPLODE_ON_HIT | BITMAP5;
}
Two that have 2 weapons:centurion-1 wrote:Hehe ok i will. I looked around some in your mod scripts and none of your mechs appear to have two or more weapons.. It's hard to tell why my script doesnt work, the gear just kind of drags itself around, doesnt animate and doesnt fire. Do you think it can be a issue with the weapons i've given? I've given it the pws EMG as primary and Kbot_rocket (the rockos weapon) as weapon nr3. The movement part of the script is just the peeves, i've only removed the arm flailing part, i think. Anyone?
it needs to be in a subdirectory of bmp, look inside of swta they should have a custome load pic so you can see where it goes.centurion-1 wrote:Another thing that i cant get to work is loadpictures, i tried to save it both as start1.jpg and start1.bmp, no dice. Do you have any idea, does they need to be some specific file format, ie 24bit or?
Thanks
edit: kbot rocket is weapon nr 3, not 2