Duh102 wrote:
Gimp will do it (paletting).
Also, your sprite sir.
Thank you so much, Duh102! I'll use Gimp next time to do all my sprites without help. Now I just need to figure out how to make the Lua code work...
Here is the Lua script I made:
Code:
function Create(self)
for actor in MovableMan.Actors do
if actor.Team == 1 then
local rocket = CreateACRocket("Rocket MK1")
rocket.Pos = Vector(actor.Pos.X,actor.Pos.Y-300)
rocket.Vel = Vector(0,50)
rocket.RotAngle = 3.1416
MovableMan:AddActor(rocket)
end
end
end
And here is the part of the .ini where it is called from:
Code:
AddAmmo = Round
PresetName = Round OG
//Currently I've commented this out because it just crashes on loading
//ScriptPath = Epic.rte/Lua/pwn.lua
ParticleCount = 1
Particle = MOPixel
PresetName = Particle OG
Mass = 0
RestThreshold = 500
LifeTime = 1
Sharpness = 0
HitsMOs = 1
GetsHitByMOs = 0
Color = Color
R = 143
G = 143
B = 143
Atom = Atom
Material = Material
CopyOf = Bullet Metal
TrailColor = Color
R = 155
G = 155
B = 155
TrailLength = 0
Shell = none
FireVelocity = 0
Separation = 5
Are there any obvious mistakes in this? I really hope so, because I'm not getting anywhere. What should happen is the invisible bullet calls the Lua code, making it seem like the player is using the radio. Sorry for so many questions on this. This is the last one, because after this last problem is solved, I'll have finished my first scripted weapon that isn't just an overpowered pistol (With ridiculous amounts of help...
).