| Author | Message | 
        
			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryCode: function Create(self)AudioMan:PlayMusic("file",0,-1)
 self.swaytimer = Timer()
 self.sway = 0.25
 end
 
 function Update(self)
 if not(self:HasObject("Zeppelin Bomb") then
 self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb))
 end
 if self.Vel.X < 0 then
 self.HFlipped = true
 end
 if self.swaytimer:IsPastSimMS(5000) then
 self.swaytimer:Reset()
 self.AngularVel = self.sway
 end
 if self.RotAngle ~= 0 then
 self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75;
 end
 end
I think this might work.
 
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			| Thu Jul 16, 2009 3:43 am | 
					
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			| Inquisitor 
					Joined: Mon Dec 10, 2007 3:30 am
 Posts: 13
   |   Re: War Zeppelin - LFoW's Mod Contest 3 Entry
 
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			| Thu Jul 16, 2009 3:49 am | 
					
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			| Hobbesy 
					Joined: Mon Feb 11, 2008 11:11 pm
 Posts: 711
 Location: East of Applachia, West of the Mississippi
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryI just noticed, the prop on the rear engine is facing the right when it would be more realistic to have it facing the left. 
 
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			| Thu Jul 16, 2009 4:10 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryLambda wrote: I just noticed, the prop on the rear engine is facing the right when it would be more realistic to have it facing the left.The Kirov (Pictured above your post) is what I based my Zeppelin off of), and you can see the rear propeller is facing right as I have it.
 
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			| Thu Jul 16, 2009 4:35 am | 
					
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			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryNeeds a bigger explosion!! ie more flaming gas. 
 
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			| Thu Jul 16, 2009 5:27 am | 
					
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			| gtaiiilc 
					Joined: Wed Dec 13, 2006 12:10 am
 Posts: 562
 Location: Termina
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryI would like to see a steampunk(more of a brown mixed in with the gray and with fins) troop carrier zeppelin, it would be awesome for dropping in Panzor and some of the new and remade steampunk actors in style  
 
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			| Thu Jul 16, 2009 6:50 am | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryI second the steampunked zeppelin idea, there's nothing quite like combining the overly-heavy and the lighter than air.(Anyone played Crimson Skies?)
 Also, inaccurate rapid fire rockets are the perfect weapon for this kind of craft.
 
 
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			| Fri Jul 17, 2009 4:21 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: War Zeppelin - LFoW's Mod Contest 3 Entrymail2345 wrote: Code: function Create(self)AudioMan:PlayMusic("file",0,-1)
 self.swaytimer = Timer()
 self.sway = 0.25
 end
 
 function Update(self)
 if not(self:HasObject("Zeppelin Bomb") then
 self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb))
 end
 if self.Vel.X < 0 then
 self.HFlipped = true
 end
 if self.swaytimer:IsPastSimMS(5000) then
 self.swaytimer:Reset()
 self.AngularVel = self.sway
 end
 if self.RotAngle ~= 0 then
 self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75;
 end
 end
I think this might work.None of it seems to be working except maybe the bobbing. Will it not H flip if it's a dropship?
 
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			| Sat Jul 18, 2009 8:47 am | 
					
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			| gulstaff 
					Joined: Fri Sep 12, 2008 2:13 pm
 Posts: 51
 Location: Not so sure...
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryNow we need a Russian army.
 Anyways...DLing.
 
 
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			| Sat Jul 18, 2009 8:50 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryOh, right I half arseed bits: Code: function Create(self)AudioMan:PlayMusic("file",0,-1)
 self.swaytimer = Timer()
 self.sway = 0.25
 end
 
 function Update(self)
 if not(self:HasObject("Zeppelin Bomb") then
 self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb))
 end
 if self.Vel.X < 0 then
 self.HFlipped = true
 end
 if self.Vel.X > 0 then
 self.HFlipped = false
 end
 if self.swaytimer:IsPastSimMS(5000) then
 self.swaytimer:Reset()
 self.AngularVel = self.sway
 end
 if self.RotAngle ~= 0 then
 self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75;
 end
 end
Also I know that the inventory code and the music should work.
 
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			| Sat Jul 18, 2009 9:19 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: War Zeppelin - LFoW's Mod Contest 3 Entrymail2345 wrote: self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb))
I added a close quote to that, and I'm testing now. Hmm still no go. Music doesn't change. Bombs don't reload.
 
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			| Sat Jul 18, 2009 3:21 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryAny console errors? Ahh, I think I forgot to do a basic syntax check: Code: function Create(self)self.fframe = 0
 self.swaytimer = Timer()
 self.sway = 0.25
 end
 
 function Update(self)
 if self.fframe > 5 then
 AudioMan:PlayMusic("file",0,-1)
 end
 self.fframe = self.fframe + 1
 if not(self:HasObject("Zeppelin Bomb")) then
 self:AddInventoryItem(CreateTDExplosive("Zeppelin Bomb"))
 end
 if self.Vel.X < 0 then
 self.HFlipped = true
 end
 if self.Vel.X > 0 then
 self.HFlipped = false
 end
 if self.swaytimer:IsPastSimMS(5000) then
 self.swaytimer:Reset()
 self.AngularVel = self.sway
 end
 if self.RotAngle ~= 0 then
 self.AngularVel = (self.AngularVel * 74 - math.deg(self.RotAngle)) / 75;
 end
 end
BTW, the self.fframe thing is because I suspect that it must be some oddity with create().
 
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			| Sat Jul 18, 2009 7:35 pm | 
					
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			| RaggedDruid 
					Joined: Mon Aug 13, 2007 6:36 pm
 Posts: 161
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryIs its material Lead? 
 
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			| Sat Jul 18, 2009 10:44 pm | 
					
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			| ZevN47 
					Joined: Fri Mar 13, 2009 2:31 am
 Posts: 217
 Location: Earth... I think
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryI love it!!! Could it possibly be a landing platform for grif's plane? (heal and such) I would go insane I think I might have to try that out also this thing needs to Gib Hindenburg     AWSOME MOD! Keep it up LFOW! I'm sorry but I'm too lazy to type that out or copy/paste
 
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			| Mon Aug 24, 2009 11:31 pm | 
					
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			| Metal Meltdown Banned 
					Joined: Thu May 14, 2009 9:22 pm
 Posts: 826
 Location: Lookin' forward to mocking people on Jan 1st 2013.
   |   Re: War Zeppelin - LFoW's Mod Contest 3 EntryActors cannot stand on MOSRs/other actors. Period. Unless he uses a reverse version of the Organic Bunker's bleed effect, but I believe that has already been tried and failed. 
 
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			| Mon Aug 24, 2009 11:33 pm | 
					
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