Data Realms Fan Forums http://45.55.195.193/ |
|
Weapon Gibs based on remaining ammo/mag status? http://45.55.195.193/viewtopic.php?f=73&t=45343 |
Page 1 of 1 |
Author: | Arcalane [ Fri Jul 05, 2013 12:27 pm ] |
Post subject: | Weapon Gibs based on remaining ammo/mag status? |
...thinking of how to phrase this is awkward-- What I want to do is have a weapon's 'gibs' be altered by how many rounds it has left in its magazine when it's destroyed, either spawning a set number of particles/etc. for each round remaining, or based on steps (if more than x spawn a projectiles, if more than y spawn b projectiles, etc. etc.). Basically volatile ammo that goes up with the gun; the more rounds it's holding when it gibs, the bigger the boom. Anyone have a script for one or other of those handy, or time to whip one up if not? |
Author: | CaveCricket48 [ Mon Jul 15, 2013 8:27 pm ] |
Post subject: | Re: Weapon Gibs based on remaining ammo/mag status? |
Arcalane wrote: either spawning a set number of particles/etc. for each round remaining, Code: function Create(self) if self.Magazine then self.ammoCounter = self.Magazine.RoundCount; else self.ammoCounter = 0; end end function Update(self) if self.Magazine ~= nil then self.ammoCounter = self.Magazine.RoundCount; else self.ammoCounter = 0; end end function Destroy(self) for i = 1, self.ammoCounter do self.gib = CreateTDExplosive("Frag Grenade"); self.gib.Pos = self.Pos; MovableMan:AddParticle(self.gib); end end Arcalane wrote: or based on steps (if more than x spawn a projectiles, if more than y spawn b projectiles, etc. etc.). Code: function Create(self) if self.Magazine then self.ammoCounter = self.Magazine.RoundCount; else self.ammoCounter = 0; end end function Update(self) if self.Magazine ~= nil then self.ammoCounter = self.Magazine.RoundCount; else self.ammoCounter = 0; end end function Destroy(self) if self.ammoCounter > 3 and self.ammoCounter < 5 then self.gib = CreateTDExplosive("Frag Grenade"); self.gib.Pos = self.Pos; MovableMan:AddParticle(self.gib); end if self.ammoCounter >= 5 and self.ammoCounter < 10 then self.gib = CreateTDExplosive("Pineapple Grenade"); self.gib.Pos = self.Pos; MovableMan:AddParticle(self.gib); end end |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |