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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Code: function Create(self) AudioMan:PlayMusic("file",0,-1) self.swaytimer = Timer() self.sway = 0.25 end
function Update(self) if not(self:HasObject("Zeppelin Bomb") then self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb)) end if self.Vel.X < 0 then self.HFlipped = true end if self.swaytimer:IsPastSimMS(5000) then self.swaytimer:Reset() self.AngularVel = self.sway end if self.RotAngle ~= 0 then self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75; end end I think this might work.
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Thu Jul 16, 2009 3:43 am |
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Inquisitor
Joined: Mon Dec 10, 2007 3:30 am Posts: 13
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
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Thu Jul 16, 2009 3:49 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I just noticed, the prop on the rear engine is facing the right when it would be more realistic to have it facing the left.
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Thu Jul 16, 2009 4:10 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Lambda wrote: I just noticed, the prop on the rear engine is facing the right when it would be more realistic to have it facing the left. The Kirov (Pictured above your post) is what I based my Zeppelin off of), and you can see the rear propeller is facing right as I have it.
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Thu Jul 16, 2009 4:35 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Needs a bigger explosion!! ie more flaming gas.
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Thu Jul 16, 2009 5:27 am |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I would like to see a steampunk(more of a brown mixed in with the gray and with fins) troop carrier zeppelin, it would be awesome for dropping in Panzor and some of the new and remade steampunk actors in style
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Thu Jul 16, 2009 6:50 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I second the steampunked zeppelin idea, there's nothing quite like combining the overly-heavy and the lighter than air. (Anyone played Crimson Skies?) Also, inaccurate rapid fire rockets are the perfect weapon for this kind of craft.
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Fri Jul 17, 2009 4:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
mail2345 wrote: Code: function Create(self) AudioMan:PlayMusic("file",0,-1) self.swaytimer = Timer() self.sway = 0.25 end
function Update(self) if not(self:HasObject("Zeppelin Bomb") then self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb)) end if self.Vel.X < 0 then self.HFlipped = true end if self.swaytimer:IsPastSimMS(5000) then self.swaytimer:Reset() self.AngularVel = self.sway end if self.RotAngle ~= 0 then self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75; end end I think this might work. None of it seems to be working except maybe the bobbing. Will it not H flip if it's a dropship?
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Sat Jul 18, 2009 8:47 am |
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gulstaff
Joined: Fri Sep 12, 2008 2:13 pm Posts: 51 Location: Not so sure...
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Now we need a Russian army.
Anyways...DLing.
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Sat Jul 18, 2009 8:50 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Oh, right I half arseed bits: Code: function Create(self) AudioMan:PlayMusic("file",0,-1) self.swaytimer = Timer() self.sway = 0.25 end
function Update(self) if not(self:HasObject("Zeppelin Bomb") then self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb)) end if self.Vel.X < 0 then self.HFlipped = true end if self.Vel.X > 0 then self.HFlipped = false end if self.swaytimer:IsPastSimMS(5000) then self.swaytimer:Reset() self.AngularVel = self.sway end if self.RotAngle ~= 0 then self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75; end end Also I know that the inventory code and the music should work.
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Sat Jul 18, 2009 9:19 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
mail2345 wrote: self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb))
I added a close quote to that, and I'm testing now. Hmm still no go. Music doesn't change. Bombs don't reload.
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Sat Jul 18, 2009 3:21 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Any console errors? Ahh, I think I forgot to do a basic syntax check: Code: function Create(self) self.fframe = 0 self.swaytimer = Timer() self.sway = 0.25 end
function Update(self) if self.fframe > 5 then AudioMan:PlayMusic("file",0,-1) end self.fframe = self.fframe + 1 if not(self:HasObject("Zeppelin Bomb")) then self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb")) end if self.Vel.X < 0 then self.HFlipped = true end if self.Vel.X > 0 then self.HFlipped = false end if self.swaytimer:IsPastSimMS(5000) then self.swaytimer:Reset() self.AngularVel = self.sway end if self.RotAngle ~= 0 then self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75; end end BTW, the self.fframe thing is because I suspect that it must be some oddity with create().
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Sat Jul 18, 2009 7:35 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Is its material Lead?
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Sat Jul 18, 2009 10:44 pm |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I love it!!! Could it possibly be a landing platform for grif's plane? (heal and such) I would go insane I think I might have to try that out also this thing needs to Gib Hindenburg AWSOME MOD! Keep it up LFOW! I'm sorry but I'm too lazy to type that out or copy/paste
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Mon Aug 24, 2009 11:31 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Actors cannot stand on MOSRs/other actors. Period. Unless he uses a reverse version of the Organic Bunker's bleed effect, but I believe that has already been tried and failed.
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Mon Aug 24, 2009 11:33 pm |
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