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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
@ Lizard: Oh nothing illegal, I assure you. Trust me, It'll be fine.
@ blargiefarg: I don't like to be immodest, but this WILL work.
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Tue Aug 31, 2010 8:33 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: A question about weapons
Don't bother with makign it an ACrab, just keep it an AHuman, because it has ARMS!
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Tue Aug 31, 2010 8:36 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
Six limbed creature of some sort? I think it'll look quite cool at the end of it.
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Tue Aug 31, 2010 8:39 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: A question about weapons
FYI this is what it looks like. It's from a "game" called "super metroid" OP wants a true rendition, not some fanfic bastardized version.
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Tue Aug 31, 2010 8:45 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: A question about weapons
Lua Scripting tutorial written by me. If you don't want to learn Lua, try making a request in the Request Forum for a script. (Be sure to include details on exactly how you want it to work) If you're lucky, someone might whip up a script for you...
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Tue Aug 31, 2010 9:41 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
New idea, use the Jetpack AEmitter to fire Laser Rifle Bullets. It looks like that thing could step over just about any obstacle so would not need a jump emitter. Would that work?
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Tue Aug 31, 2010 10:34 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: A question about weapons
Good luck with aiming.
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Tue Aug 31, 2010 10:45 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
Good point, well made.
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Tue Aug 31, 2010 11:54 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: A question about weapons
I helped Rawtoast with a request he made for a similar script some time ago. It creates an emitter in front of the actor's head when the fire button is pressed. You will have to edit if you want ROF/limited ammo. Code: function Create(self) local thisID = ToActor(self).ID local MoObj for i = 1, MovableMan:GetMOIDCount() do if (i ~= thisID) and (MovableMan:GetRootMOID(i) == thisID) then -- an obj without a parent has ID == RootID MoObj = MovableMan:GetMOFromID(i) if MoObj.PresetName == "Dummy Head A" then -- Name of the actor's head here self.Head = ToAttachable(MoObj) break end end end end
function Update(self) if self:GetController():IsState(Controller.WEAPON_FIRE) and self.Head:IsAttached() then local Emitter = CreateAEmitter("MG Flash", "EDV.rte") -- Name of the emitter and rte here Emitter.Vel = self.Vel if self.HFlipped then Emitter.RotAngle = self.Head.RotAngle + 3.1415 else Emitter.RotAngle = self.Head.RotAngle end Emitter.Pos = self.Head.Pos + self.Head:RotateOffset(Vector(10, -10)) -- Use self.EyePos instead? MovableMan:AddParticle(Emitter) end end
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Wed Sep 01, 2010 10:21 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
Does aiming work with this?
EDIT: As it apparently does, I shall test said script.
Last edited by Roast Veg on Wed Sep 01, 2010 10:53 am, edited 1 time in total.
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Wed Sep 01, 2010 10:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: A question about weapons
Yes.
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Wed Sep 01, 2010 10:49 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
Wow, that script is amazing. I used it on a robot to give him some sort of laser eyes and it worked like a miracle. For the kind of laser eyes you want, I imagine you'll want to change the Burst Size [which I set as 5] down lower in the Actor.ini. Also, the sprite offset for the laser is a little out, but I figured people might be changing it all anyway.
Really good and effective. Use it well.
Attachments:
File comment: I even added glows I was so impressed.
Lazor Eyez.zip [11.59 KiB]
Downloaded 188 times
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Wed Sep 01, 2010 11:39 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: A question about weapons
Your head points towards the point you're aiming at just like your weapon, so of course it would aim.
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Wed Sep 01, 2010 5:21 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: A question about weapons
Sadly, Before I can implement that, I have to fix an annoying problem with the Game not Being able to match the property for AddActor = Yes I did check the spelling of everything, I checked the ini against various actors from various rtes, yet it won't work. Here's what I have (There will be some offset problems, I like to check the file linkage before I make it look right) http://cortex.pastebin.com/pphvnTNc
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Wed Sep 01, 2010 9:16 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: A question about weapons
For a start, the GetsHitByMOs value for the head and arms is = 0
Probably not your bug, but is probably worth changing.
EDIT: You might also want to put in AddToGroup = Actors as well as Brains. Hmm... couldn't find anything else, but I only skimmed through it.
Last edited by Roast Veg on Wed Sep 01, 2010 9:27 pm, edited 1 time in total.
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Wed Sep 01, 2010 9:22 pm |
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