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Small Script Requests http://45.55.195.193/viewtopic.php?f=75&t=19275 |
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Author: | BrainChild [ Sun Jul 18, 2010 10:44 am ] |
Post subject: | Small Script Requests |
I decided to make a small script request thread , because it will clutter up the requests if we make a new topic every time we need a small script so here it goes #1 - A script that I can attach to a turret that will make the turret search for a actor in it's team within 100 pixels and aim in that direction at 45' and wait 3 seconds and then fire , should loop so that if the actor stays there it should fire every 3 seconds , should not run the script if the turret is controlled by a human player Why I need it - I am planning to make a turret that fires small clay discs that you can shoot , for practicing you aim and testing new weapons Ideas mentioned in this thread are not to be copied and distributed as your own , if you really want to use the ideas please give credit Thanks in advance |
Author: | Geti [ Sun Jul 18, 2010 12:11 pm ] |
Post subject: | Re: Small Script Requests |
This is fine. A more general thread could be a good idea, unless that's the idea of this (ie a place everyone can ask for quick script help). Code: function Update(self) --search through the list of actors for actor in MovableMan.Actors do --if they're on our team then... if actor.Team == self.Team then --check how close they are, if it's under 100px... if SceneMan:ShortestDistance(self.Pos,actor.Pos,true).Magnitude < 100 then --aim at them self.SetAimAngle(math.atan2(self.Pos.X-actor.Pos.X,self.Pos.Y-actor.Pos.Y); break; --DONT DO IT MORE THAN ONCE end end end end |
Author: | 411570N3 [ Sun Jul 18, 2010 12:18 pm ] |
Post subject: | Re: Small Script Requests |
Problem is, that the result would prioritise based on the order of appearance of the actor on the scene, which is fairly arbitrary. |
Author: | Geti [ Sun Jul 18, 2010 12:21 pm ] |
Post subject: | Re: Small Script Requests |
indeed it would. you can do the whole curdist thing, but really, 100px is pretty small as far as distance checks go on a normal CC map. |
Author: | BrainChild [ Sun Jul 18, 2010 1:20 pm ] |
Post subject: | Re: Small Script Requests |
Geti wrote: This is fine. A more general thread could be a good idea, unless that's the idea of this (ie a place everyone can ask for quick script help). A general thread it is will edit OP also where do I attach it |
Author: | Geti [ Sun Jul 18, 2010 9:50 pm ] |
Post subject: | Re: Small Script Requests |
To your ACrab turret? |
Author: | BrainChild [ Mon Jul 19, 2010 2:14 pm ] |
Post subject: | Re: Small Script Requests |
A based my turret of the dummy one there is a acrab but it does nothing , the turret is still stationary |
Author: | BrainChild [ Sun Jul 25, 2010 1:57 pm ] |
Post subject: | Re: Small Script Requests |
Bump and double post |
Author: | Geti [ Mon Jul 26, 2010 1:35 am ] |
Post subject: | Re: Small Script Requests |
The turret should be stationary, and I don't think the script will work when you're controlling it. hit ~ for any errors. I can't debug it without some feedback |
Author: | BrainChild [ Mon Jul 26, 2010 2:52 pm ] |
Post subject: | Re: Small Script Requests |
NO errors , tried attaching it to the acrab and the turret did nothing I was not controling the turret when I was testing |
Author: | BrainChild [ Sun Aug 08, 2010 3:50 pm ] |
Post subject: | Re: Small Script Requests |
#1 - a script that I can use to spawn a TDexplosive after a set amount off time if possible could it be attached to a MOSR/MOSP that is a child object of a bunker module - if the MOSR/MOSP is destroyed the spawning should stop #2 - a script that spawns MOSParticles and them moves it (if the MOSP has a life time it should still apply ) attached to a ACrab or MOSP - if the main MOSP is destroyed it should stop spawning |
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