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 Requesting Team Lua Script for Deployable Turret 
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: Requesting Team Lua Script for Deployable Turret
Code:
function Create(self)
   local curdist = 20
end

function Update()
   for actor in MovableMan.Actors do
      local dist = SceneMan:ShortestDistance(self.Pos,actor.Pos,true);
      if dist.Magnitude < curdist and actor.ID ~= self.ID then
         self.Team = actor.Team;
      end
   end
end


Code:
function Update()
   for actor in MovableMan.Actors do
      local avgx = actor.Pos.X - self.Pos.X;
      local avgy = actor.Pos.Y - self.Pos.Y;
      local dist = math.sqrt(avgx ^ 2 + avgy ^ 2);
      if dist < 100 then
         self.Team = actor.Team;
      end
   end
end

These are probably wrong but it's my best guess at the moment.


Sun Sep 13, 2009 12:30 am
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Joined: Wed Dec 17, 2008 11:35 am
Posts: 122
Location: London
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Post Re: Requesting Team Lua Script for Deployable Turret
First one gave me the same error, I'll try the second one. And you're trying, thanks for helping out. :)

Edit: Nope, same error every time... wtf is with that...


Sun Sep 13, 2009 12:38 am
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Joined: Fri Dec 22, 2006 4:20 am
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Location: Good news everyone!
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Post Re: Requesting Team Lua Script for Deployable Turret
Are you coping from the post?
My next best guess is that the spaces are making it angry. >_>
Delete all the spaces, it won't look pretty but it should still work.


Sun Sep 13, 2009 12:43 am
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Requesting Team Lua Script for Deployable Turret
function Update(self)

not function Update()

function Update() would be trying to define a function called update

but the create self is already ended


Sun Sep 13, 2009 12:58 am
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Joined: Wed Dec 17, 2008 11:35 am
Posts: 122
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Post Re: Requesting Team Lua Script for Deployable Turret
Aha! Got it!

Code:
function Create(self)
for actor in MovableMan.Actors do
local avgx = actor.Pos.X - self.Pos.X;
local avgy = actor.Pos.Y - self.Pos.Y;
local dist = math.sqrt(avgx ^ 2 + avgy ^ 2);
if dist < 100 then
self.Team = actor.Team;
end
end
end

Doesn't work with spaces but otherwise it seems to be working now! :grin:

Thank you for all your help gentlemen! I have to work on it's armour, how it breaks away and such now. At the moment it is a block with a gun. A good looking block with a gun. :P

It runs on a core of plasma so I'm going to make it so you expose the core then it looses health and explodes. :P

On to my second question. This is for bonus points. Can I make it make it controllable?

Image


It has a hover effect and stuff... needs adjusting but I wanted to get it working then I can make it look pretty. :)

Also quick gif is quick. :P


Last edited by CombatMedic02 on Sun Sep 13, 2009 2:17 am, edited 2 times in total.



Sun Sep 13, 2009 1:08 am
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Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
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Post Re: Requesting Team Lua Script for Deployable Turret
Well, you would have to make it some type of actor to make it truly controllable. (i.e. ACraft, ACDropship, AHuman, ACrab). So, unless you do that, I don't think it will be able to be controlled

But I thought you said that it is an ACrab, so I'd imagine, you should be able to control it. :/


Sun Sep 13, 2009 1:50 am
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Joined: Wed Dec 17, 2008 11:35 am
Posts: 122
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Post Re: Requesting Team Lua Script for Deployable Turret
Tis ACrab... But to deploy it I've have to make it a particle. So I can put into a round>magazine>firearm etc etc. I just wondered if there was anyway of re-gaining control of it. Just an extra I wanted to do, it's perfectly capable of holding its own if I can’t make it controllable.

CombatMedic02 wrote:
Code:
AddActor = ACrab
   CopyOf = Dep Turret
   InstanceName = Turret
   ScriptPath = DepTurret.rte/Actors/MiniDepTurret/Red.lua
   Buyable = 0

AddAmmo = Round
   PresetName = Round Turret
   ParticleCount = 1
   Particle = ACrab
      CopyOf = Turret
   Shell = None
   FireVelocity = 2
   Separation = 0



Sun Sep 13, 2009 1:58 am
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Post Re: Requesting Team Lua Script for Deployable Turret
Red2.lua
Code:
function Create(self)
myself = CreateACrab("Turret2")
myself.Pos = self.Pos
myself.Vel = self.Vel
MovableMan:AddParticle(myself);
end

function Update(self)
myself.Pos = self.Pos
myself.Vel = self.Vel
self.ToDelete = true;
end


Code:
AddActor = ACrab
   CopyOf = Dep Turret
   InstanceName = Turret2
   ScriptPath = DepTurret.rte/Actors/MiniDepTurret/Red2.lua
   Buyable = 0


Ok well I guess this should work.

But save/copypaste your current folder to the desktop un case this doesn't work.

Ok
1.) Make a new lua file called "Red2.lua"
2.)Put the code i gave you in Red.lua and put the other lua file you have in Red2.lua
3.)Add the .ini code I gave you somewhere in uh the ini.

Hope it works.


Sun Sep 13, 2009 2:31 am
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