Unit request: Heavy rocket kbot - Page 5

Unit request: Heavy rocket kbot

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SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

Spring checks if the script tries to show a flare from inside the fireprimary etc functions and in that case replaces it with a Spring made muzzleflame instead.

Hm yes it seems like the scripts only expect fireprimary once per burst instead of once per shot which will make it a bit hard to switch in time.

I guess I could ask fnordia to add a EndBurst<weapon num> function that will be called at the end of a burst if you feel that that will help?
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I have reduced the unit's size by 25% and reduced the burst rate to 4 every 1 second.

It no longer has friendly fire issues...I am puzzled why though, must be the reduced bounding sphere... :?

What exactly would the endburst indicate?
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

It would indicate that a burst has finished and its time to switch piece or whatever one want to do after a burst.

The weapon im using now for the unit has one burst of 6 rockets every 20 seconds.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

20 seconds? that's pretty long, high damage rockets then?

BTW that would help...that tag that is...
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

800 damage, 80 aoe I will compare a bit to a core pillager or something and see what cost etc it will need, probably about 2000 metal 1500 hp but I can fix that myself.

Ok I will make sure that such a function get added to the next version. Just use EndBurst1 to switch between the pods.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Well, you got the model and the script, the only thing that could use some changing is the unit's size, the rocket size accordingly and maybe the unit's max speed somewhat.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

But im a complete newbie at modelling and compiling scripts so if you could post the changes it would be nice.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Okay, will do :)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

SJ wrote:But im a complete newbie [...]
He finally admits it!!! ;)
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

http://www.fileuniverse.com/?p=showitem&ID=1523

Okay, this is the latest Revision.

I still couldn't get the rocket's flare to be closer to the rocket's model though.

BTW made the 1000th post in the art section ;) do I get a price? lol
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

GrOuNd_ZeRo wrote:http://www.fileuniverse.com/?p=showitem&ID=1523

Okay, this is the latest Revision.

I still couldn't get the rocket's flare to be closer to the rocket's model though.

BTW made the 1000th post in the art section ;) do I get a price? lol
No, maby a prize though :twisted:
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

It looks a lot better in size and so now, but I would need the bos version of the script to change so it uses endburst instead of fire to switch between the rocket pods.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Damn, I didn't include the BOS?!

Well, I'll post it here...

Code: Select all

#define TA			// This is a TA script

#include "sfxtype.h"
#include "exptype.h"

piece  torso, pelvis, rleg, rfoot, lleg, lfoot, head, lthigh,
       rthigh, ground, launchers, rfire, lfire;

static-var  bMoving, bAiming, Static_Var_3, gun_1;

// Signal definitions
#define SIG_AIM				4


SmokeUnit(healthpercent, sleeptime, smoketype)
{
	var Func_Var_4;
	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;
	}
}

walk()
{
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		move rleg to y-axis [0.000000] now;
		move rleg to z-axis [0.000000] now;
		move rfoot to z-axis [0.000000] now;
		move lleg to y-axis [0.000000] now;
		move lleg to z-axis [0.000000] now;
		move lfoot to z-axis [0.000000] now;
		move head to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <11.000000> now;
		turn rthigh to x-axis <-42.000000> now;
		turn rleg to x-axis <-5.000000> now;
		turn rfoot to x-axis <47.000000> now;
		turn lleg to x-axis <61.000000> now;
		turn lfoot to x-axis <-50.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <34.000000> now;
		turn rthigh to x-axis <-28.000000> now;
		turn rleg to x-axis <-7.000000> now;
		turn rfoot to x-axis <38.000000> now;
		turn lleg to x-axis <34.000000> now;
		turn lfoot to x-axis <-25.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <29.000000> now;
		turn rthigh to x-axis <-19.000000> now;
		turn rleg to x-axis <-5.000000> now;
		turn rfoot to x-axis <28.000000> now;
		turn lleg to x-axis <14.000000> now;
		turn lfoot to x-axis <-26.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-6.000000> now;
		turn lthigh to x-axis <13.000000> now;
		turn rthigh to x-axis <0.000000> now;
		turn rleg to x-axis <3.000000> now;
		turn rfoot to x-axis <2.000000> now;
		turn lleg to x-axis <-12.000000> now;
		turn lfoot to x-axis <8.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <-19.000000> now;
		turn rthigh to x-axis <2.000000> now;
		turn rleg to x-axis <8.000000> now;
		turn rfoot to x-axis <-6.000000> now;
		turn lleg to x-axis <-17.000000> now;
		turn lfoot to x-axis <43.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <-32.000000> now;
		turn rthigh to x-axis <13.000000> now;
		turn rleg to x-axis <23.000000> now;
		turn rfoot to x-axis <-33.000000> now;
		turn lfoot to x-axis <7.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <-37.000000> now;
		turn rleg to x-axis <44.000000> now;
		turn rfoot to x-axis <-43.000000> now;
		turn lleg to x-axis <-10.000000> now;
		turn lfoot to x-axis <28.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <-42.000000> now;
		turn rthigh to x-axis <13.000000> now;
		turn rleg to x-axis <61.000000> now;
		turn rfoot to x-axis <-45.000000> now;
		turn lleg to x-axis <-5.000000> now;
		turn lfoot to x-axis <47.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <-33.000000> now;
		turn rthigh to x-axis <34.000000> now;
		turn rleg to x-axis <24.000000> now;
		turn rfoot to x-axis <-11.000000> now;
		turn lleg to x-axis <-6.000000> now;
		turn lfoot to x-axis <43.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <-25.000000> now;
		turn rthigh to x-axis <29.000000> now;
		turn rleg to x-axis <11.000000> now;
		turn rfoot to x-axis <-21.000000> now;
		turn lleg to x-axis <-4.000000> now;
		turn lfoot to x-axis <34.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-6.000000> now;
		turn lthigh to x-axis <-12.000000> now;
		turn rthigh to x-axis <0.000000> now;
		turn rleg to x-axis <-12.000000> now;
		turn rfoot to x-axis <23.000000> now;
		turn lleg to x-axis <4.000000> now;
		turn lfoot to x-axis <14.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <0.000000> now;
		turn rthigh to x-axis <-20.000000> now;
		turn rleg to x-axis <-20.000000> now;
		turn rfoot to x-axis <23.000000> now;
		turn lleg to x-axis <24.000000> now;
		turn lfoot to x-axis <-21.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <9.000000> now;
		turn rthigh to x-axis <-29.000000> now;
		turn rleg to x-axis <-25.000000> now;
		turn rfoot to x-axis <26.000000> now;
		turn lleg to x-axis <32.000000> now;
		turn lfoot to x-axis <-38.000000> now;
		sleep 60;
	}
	move pelvis to y-axis [0.000000] now;
	turn pelvis to x-axis <0.000000> now;
	turn lthigh to x-axis <11.000000> now;
	turn rthigh to x-axis <-37.000000> now;
	turn rleg to x-axis <-9.000000> now;
	turn rfoot to x-axis <6.000000> now;
	turn lleg to x-axis <48.000000> now;
	turn lfoot to x-axis <-47.000000> now;
	sleep 60;
}

walklegs()
{
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		move rleg to y-axis [0.000000] now;
		move rleg to z-axis [0.000000] now;
		move rfoot to z-axis [0.000000] now;
		move lleg to y-axis [0.000000] now;
		move lleg to z-axis [0.000000] now;
		move lfoot to z-axis [0.000000] now;
		move head to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <11.000000> now;
		turn rthigh to x-axis <-42.000000> now;
		turn rleg to x-axis <-5.000000> now;
		turn rfoot to x-axis <47.000000> now;
		turn lleg to x-axis <61.000000> now;
		turn lfoot to x-axis <-50.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <34.000000> now;
		turn rthigh to x-axis <-28.000000> now;
		turn rleg to x-axis <-7.000000> now;
		turn rfoot to x-axis <38.000000> now;
		turn lleg to x-axis <34.000000> now;
		turn lfoot to x-axis <-25.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <29.000000> now;
		turn rthigh to x-axis <-19.000000> now;
		turn rleg to x-axis <-5.000000> now;
		turn rfoot to x-axis <28.000000> now;
		turn lleg to x-axis <14.000000> now;
		turn lfoot to x-axis <-26.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-6.000000> now;
		turn lthigh to x-axis <13.000000> now;
		turn rthigh to x-axis <0.000000> now;
		turn rleg to x-axis <3.000000> now;
		turn rfoot to x-axis <2.000000> now;
		turn lleg to x-axis <-12.000000> now;
		turn lfoot to x-axis <8.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <-19.000000> now;
		turn rthigh to x-axis <2.000000> now;
		turn rleg to x-axis <8.000000> now;
		turn rfoot to x-axis <-6.000000> now;
		turn lleg to x-axis <-17.000000> now;
		turn lfoot to x-axis <43.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <-32.000000> now;
		turn rthigh to x-axis <13.000000> now;
		turn rleg to x-axis <23.000000> now;
		turn rfoot to x-axis <-33.000000> now;
		turn lfoot to x-axis <7.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <-36.000000> now;
		turn rleg to x-axis <44.000000> now;
		turn rfoot to x-axis <-43.000000> now;
		turn lleg to x-axis <-10.000000> now;
		turn lfoot to x-axis <28.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <0.000000> now;
		turn lthigh to x-axis <-42.000000> now;
		turn rthigh to x-axis <13.000000> now;
		turn rleg to x-axis <61.000000> now;
		turn rfoot to x-axis <-45.000000> now;
		turn lleg to x-axis <-5.000000> now;
		turn lfoot to x-axis <47.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <-33.000000> now;
		turn rthigh to x-axis <34.000000> now;
		turn rleg to x-axis <24.000000> now;
		turn rfoot to x-axis <-11.000000> now;
		turn lleg to x-axis <-6.000000> now;
		turn lfoot to x-axis <43.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <-25.000000> now;
		turn rthigh to x-axis <29.000000> now;
		turn rleg to x-axis <11.000000> now;
		turn rfoot to x-axis <-21.000000> now;
		turn lleg to x-axis <-4.000000> now;
		turn lfoot to x-axis <34.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-6.000000> now;
		turn lthigh to x-axis <-13.000000> now;
		turn rthigh to x-axis <0.000000> now;
		turn rleg to x-axis <-12.000000> now;
		turn rfoot to x-axis <23.000000> now;
		turn lleg to x-axis <4.000000> now;
		turn lfoot to x-axis <14.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-5.000000> now;
		turn lthigh to x-axis <0.000000> now;
		turn rthigh to x-axis <-20.000000> now;
		turn rleg to x-axis <-20.000000> now;
		turn rfoot to x-axis <23.000000> now;
		turn lleg to x-axis <24.000000> now;
		turn lfoot to x-axis <-21.000000> now;
		sleep 60;
	}
	if( bMoving )
	{
		move pelvis to y-axis [0.000000] now;
		turn pelvis to x-axis <-3.000000> now;
		turn lthigh to x-axis <9.000000> now;
		turn rthigh to x-axis <-29.000000> now;
		turn rleg to x-axis <-25.000000> now;
		turn rfoot to x-axis <26.000000> now;
		turn lleg to x-axis <32.000000> now;
		turn lfoot to x-axis <-38.000000> now;
		sleep 60;
	}
	move pelvis to y-axis [0.000000] now;
	turn pelvis to x-axis <0.000000> now;
	turn lthigh to x-axis <11.000000> now;
	turn rthigh to x-axis <-37.000000> now;
	turn rleg to x-axis <-9.000000> now;
	turn rfoot to x-axis <6.000000> now;
	turn lleg to x-axis <48.000000> now;
	turn lfoot to x-axis <-47.000000> now;
	sleep 60;
}

MotionControl(moving, aiming, justmoved)
{
	justmoved = TRUE;
	while( TRUE )
	{
		moving = bMoving;
		aiming = bAiming;
		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 [0.000000] speed [0.001111];
				turn rthigh to x-axis <0.000000> speed <200.000000>;
				turn rleg to x-axis <0.000000> speed <200.000000>;
				turn rfoot to x-axis <0.000000> speed <200.000000>;
				turn lthigh to x-axis <0.000000> speed <200.000000>;
				turn lleg to x-axis <0.000000> speed <200.000000>;
				turn lfoot to x-axis <0.000000> speed <200.000000>;
				if( !aiming )
				{
					turn torso to y-axis <0.000000> speed <90.000000>;
				}
				justmoved = FALSE;
			}
			sleep 100;
		}
	}
}

Create()
{
	hide rfire;
	hide lfire;
	bMoving = FALSE;
	bAiming = FALSE;
	Static_Var_3 = 1;
	gun_1 = torso;
	start-script MotionControl();
	start-script SmokeUnit();
}

StartMoving()
{
	bMoving = TRUE;
}

StopMoving()
{
	bMoving = FALSE;
}

SweetSpot(piecenum)
{
	piecenum = torso;
}

RestoreAfterDelay()
{
	sleep 2750;
	turn torso to y-axis <0.000000> speed <90.000000>;
	turn launchers to x-axis <0.000000> speed <45.000000>;
	wait-for-turn torso around y-axis;
	wait-for-turn launchers around x-axis;
	bAiming = FALSE;
}

AimFromPrimary(piecenum)
{
	piecenum = torso;
}

QueryPrimary(piecenum)
{
	if( gun_1 == 0 )
	{
		piecenum = rfire;
	}
	if( gun_1 == 1 )
	{
		piecenum = lfire;
	}
}

AimPrimary(heading, pitch)
{
	signal SIG_AIM;
	set-signal-mask SIG_AIM;
	bAiming = TRUE;
	while( !Static_Var_3 )
	{
		sleep 100;
	}
	turn torso to y-axis heading speed <90.000000>;
	turn launchers to x-axis <0.000000> - pitch speed <45.000000>;
	wait-for-turn torso around y-axis;
	wait-for-turn launchers around x-axis;
	start-script RestoreAfterDelay();
	return (1);
}

FirePrimary()
{
	if( gun_1 == 0 )
	{
		show rfire;
		sleep 100;
		hide rfire;
		gun_1 = pelvis;
		return (0);
	}
	if( gun_1 == 1 )
	{
		show lfire;
		sleep 100;
		hide lfire;
		gun_1 = torso;
		return (0);
	}
}

Killed(severity, corpsetype)
{
	hide rfire;
	hide lfire;
	if( severity <= 25 )
	{
		corpsetype = 1;
		explode ground type BITMAPONLY | BITMAP1;
		explode head type BITMAPONLY | BITMAP2;
		explode lfire type BITMAPONLY | BITMAP3;
		explode lfoot type BITMAPONLY | BITMAP4;
		explode lleg type BITMAPONLY | BITMAP5;
		explode lthigh type BITMAPONLY | BITMAP2;
		explode rfire type BITMAPONLY | BITMAP5;
		explode rfoot type BITMAPONLY | BITMAP1;
		explode rleg type BITMAPONLY | BITMAP2;
		explode rthigh type BITMAPONLY | BITMAP4;
		explode torso type BITMAPONLY | BITMAP1;
		return (0);
	}
	if( severity <= 50 )
	{
		corpsetype = 2;
		explode ground type FALL | BITMAP1;
		explode head type FALL | BITMAP2;
		explode lfire type FALL | BITMAP3;
		explode lfoot type FALL | BITMAP4;
		explode lleg type FALL | BITMAP5;
		explode lthigh type FALL | BITMAP2;
		explode pelvis type FALL | BITMAP4;
		explode rfire type FALL | BITMAP5;
		explode rfoot type FALL | BITMAP1;
		explode rleg type FALL | BITMAP2;
		explode rthigh type FALL | BITMAP4;
		explode torso type SHATTER | BITMAP1;
		return (0);
	}
	if( severity <= 99 )
	{
		corpsetype = 3;
		explode ground type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
		explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
		explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode torso type SHATTER | BITMAP1;
		return (0);
	}
	corpsetype = 3;
	explode ground type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
	explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
	explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
	explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
	explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
	explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
	explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
	explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
	explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
	explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
	explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
	explode torso type SHATTER | EXPLODE_ON_HIT | BITMAP1;
}
please forgive the static_var_x bull, but Scriptor likes to do that.... :roll:
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well only I have ever posted a post longer than that............
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Alantai Firestar wrote:Well only I have ever posted a post longer than that............
You're post didn't include and enire script in code....
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I used a weapon with a low reload time and done the reloading script based. Each FireWeaponX decreases the ammo and finally calls a reload script once it's down to zero.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

this thread is a year old, plus two days...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

This is like... a year old :P
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

"Thu Sep 22, 2005" :(
I need glasses indeed
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Its really been that long eh :(

Im feeling so old now.


DId the kbot ever make it onto the front lines?
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