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How to create a script to spawn a dropship? http://45.55.195.193/viewtopic.php?f=73&t=45116 |
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Author: | nubbles [ Thu Feb 07, 2013 6:34 am ] |
Post subject: | How to create a script to spawn a dropship? |
I'm attempting to make a grenade that when thrown spawns a dropship loaded with two actors in it above it. I can't get it to do anything, at all, though. Here's what i have so far... Code: function Update(self) if self.Fuze then if self.Fuze:IsPastSimMS(2000) then local Dropship = CreateACDropShip("Drop Ship MK1") local soldiera = CreateAHuman("Coalition Light", "Coalition.rte") soldiera:AddInventoryItem(CreateHDFirearm("Assault Rifle", "Coalition.rte")); soldiera:AddInventoryItem(CreateHDFirearm("Auto Pistol", Coalition.rte")); Dropship:AddInventoryItem(soldiera) local soldierb = CreateAHuman("Coalition Light", "Coalition.rte") soldierb:AddInventoryItem(RandomHDFirearm("Assault Rifle", "Coalition.rte")); soldierb:AddInventoryItem(RandomHDFirearm("Auto Pistol", "Coalition.rte")); Dropship:AddInventoryItem(soldierb) if Dropship then Dropship.Pos = Vector(self.Pos.X,0) MovableMan:AddActor(Dropship) end self:GibThis() end elseif self:IsActivated() then self.Fuze = Timer() end end |
Author: | Grimmcrypt [ Thu Feb 07, 2013 8:58 pm ] |
Post subject: | Re: How to create a script to spawn a dropship? |
. . nubbles wrote: I'm attempting to make a grenade that when thrown spawns a dropship loaded with two actors in it above it. I can't get it to do anything, at all, though. Here's what i have so far... Code: function Update(self) if self.Fuze then if self.Fuze:IsPastSimMS(2000) then local Dropship = CreateACDropShip("Drop Ship MK1") local soldiera = CreateAHuman("Coalition Light", "Coalition.rte") soldiera:AddInventoryItem(CreateHDFirearm("Assault Rifle", "Coalition.rte")); soldiera:AddInventoryItem(CreateHDFirearm("Auto Pistol", Coalition.rte")); Dropship:AddInventoryItem(soldiera) local soldierb = CreateAHuman("Coalition Light", "Coalition.rte") soldierb:AddInventoryItem(RandomHDFirearm("Assault Rifle", "Coalition.rte")); soldierb:AddInventoryItem(RandomHDFirearm("Auto Pistol", "Coalition.rte")); Dropship:AddInventoryItem(soldierb) if Dropship then Dropship.Pos = Vector(self.Pos.X,0) MovableMan:AddActor(Dropship) end self:GibThis() end elseif self:IsActivated() then self.Fuze = Timer() end end I'm not to sure about the .lua but I believe that the actors can be added to the dropship in the .ini if you created a copy of the dropship that is not buyable. it should make coding it easier. cause all you would need to create would be the dropship. again i'm not to sure about lua but I think that you need to set the Y vector. cause if not the ship would spawn directly on your grenade.( I can't tell if its that peace of code you got there Dropship.Pos = Vector(self.Pos.X,0)) Also I believe there is a faction called Oni corps or tech(I think thats the name, I know there red and look like duke nukem pigs) that has a grenade beacon that spawns a drop-pod with a actor in it. You should take a look at it. . .
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Author: | nubbles [ Sun Feb 10, 2013 5:05 am ] |
Post subject: | Re: How to create a script to spawn a dropship? |
I got it working. Here's the finished script. Code: function Update(self) local theHolder = MovableMan:GetMOFromID(self.RootID) if MovableMan:IsActor(theHolder) then self.holder = theHolder; end if self.Fuze then if self.Fuze:IsPastSimMS(2000) then local Dropship = CreateACDropShip("Drop Ship MK1") local soldierb = CreateAHuman("Soldier Light", "Coalition.rte") soldierb:AddInventoryItem(CreateHDFirearm("Assault Rifle", "Coalition.rte")); soldierb:AddInventoryItem(CreateHDFirearm("Auto Pistol", "Coalition.rte")); Dropship:AddInventoryItem(soldierb) local secondsoldier = CreateAHuman("Soldier Light", "Coalition.rte") secondsoldier:AddInventoryItem(CreateHDFirearm("Assault Rifle", "Coalition.rte")); secondsoldier:AddInventoryItem(CreateHDFirearm("Auto Pistol", "Coalition.rte")); Dropship:AddInventoryItem(secondsoldier) if Dropship then Dropship.Pos = Vector(self.Pos.X,0) Dropship.Team = self.holder.Team MovableMan:AddActor(Dropship) end self:GibThis() end elseif self:IsActivated() then self.Fuze = Timer() end end |
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