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 3 questions 
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Joined: Sat Jun 19, 2010 5:02 pm
Posts: 331
Location: Mekkan
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Post Re: 3 questions
Duh102 wrote:
Gimp will do it (paletting).
Also, your sprite sir.
Attachment:
radio.bmp


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... :( ).


Mon Jun 21, 2010 2:53 am
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Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
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Post Re: 3 questions
Just as an aside to using Gimp, you have to get the palette files for it before it can convert it.
They can be found here.
Put them where Gimp puts palettes on your computer (it's in Gimp's preferences, they may be called colormaps, under folders), restart Gimp, and do Image -> Mode -> Indexed, use custom palette, choose the proper palette, and make sure it doesn't remove unused colors.


Mon Jun 21, 2010 3:01 am
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Joined: Sat Jun 19, 2010 5:02 pm
Posts: 331
Location: Mekkan
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Post Re: 3 questions
Duh102 wrote:
Just as an aside to using Gimp, you have to get the palette files for it before it can convert it.
They can be found here.
Put them where Gimp puts palettes on your computer (it's in Gimp's preferences, they may be called colormaps, under folders), restart Gimp, and do Image -> Mode -> Indexed, use custom palette, choose the proper palette, and make sure it doesn't remove unused colors.

Okay, Thanks.

PS: I'm going to put my last question in a new thread.


Mon Jun 21, 2010 3:04 am
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Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: 3 questions
Awesomeness, did you read my other post in this thread? I don't think so. Attach the script to the PARTICLE not the ROUND! I can't stress this much further, the PARTICLE of the ROUND is the one that should have the script, not the ROUND itself!


Mon Jun 21, 2010 3:08 am
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