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 War Zeppelin - LFoW's Mod Contest 3 Entry 
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Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
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.


Thu Jul 16, 2009 3:43 am
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Joined: Mon Dec 10, 2007 3:30 am
Posts: 13
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I love this.

How about adding a smile to the front?
http://www.cybergooch.com/images/artwork/kirov01.jpg


Thu Jul 16, 2009 3:49 am
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Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
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.


Thu Jul 16, 2009 4:10 am
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Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Lambda 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.


Thu Jul 16, 2009 4:35 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Needs a bigger explosion!! ie more flaming gas.


Thu Jul 16, 2009 5:27 am
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Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I 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 :cool:


Thu Jul 16, 2009 6:50 am
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Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I 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.


Fri Jul 17, 2009 4:21 am
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Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
mail2345 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?


Sat Jul 18, 2009 8:47 am
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Joined: Fri Sep 12, 2008 2:13 pm
Posts: 51
Location: Not so sure...
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Now we need a Russian army.

Anyways...DLing.


Sat Jul 18, 2009 8:50 am
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Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Oh, 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.


Sat Jul 18, 2009 9:19 am
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Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
mail2345 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.


Sat Jul 18, 2009 3:21 pm
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Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Any 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().


Sat Jul 18, 2009 7:35 pm
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Joined: Mon Aug 13, 2007 6:36 pm
Posts: 161
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Is its material Lead?


Sat Jul 18, 2009 10:44 pm
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Joined: Fri Mar 13, 2009 2:31 am
Posts: 217
Location: Earth... I think
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
I 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 :grin:


AWSOME MOD! Keep it up LFOW! I'm sorry but I'm too lazy to type that out or copy/paste


Mon Aug 24, 2009 11:31 pm
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Joined: Thu May 14, 2009 9:22 pm
Posts: 826
Location: Lookin' forward to mocking people on Jan 1st 2013.
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Post Re: War Zeppelin - LFoW's Mod Contest 3 Entry
Actors 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.


Mon Aug 24, 2009 11:33 pm
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