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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Raining bombs via grenade  
					
						I'm trying to create a flare which when destroyed makes bombs fall where it was. The code is not working, so I wanted to ask for help. Code: function Update(self)    self.StoreX = self.Pos.X    self.RotAngle = 0    self.bombVar = 1 end function Destroy(self)    self.bombTime = Timer();    self.bombingTime = Timer();
     if self.bombVar == 1 then       if self.bombingTime:IsPastSimMS(500) then          self.bomb = CreateTDExplosive("Anti-Bunker Bomb");          self.bomb:Activate()          MovableMan:AddItem(self.bomb);          self.bomb.Pos = Vector(self.StoreX,-20);          self.bombingTime:Reset();       end    end    if self.bombTime:IsPastSimMS(5000) then       self.bombVar = 0    end end I'm not good at lua, but I'm not bad either, but this code is kicking my ass.  
					
  
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			| Sat Feb 05, 2011 2:22 am | 
			
				
					 
					
					 
				  
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				 akblabla 
				
				
					 Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Ã…rhus, Denmark
				 
				 
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				  Re: Raining bombs via grenade  
					
						Destroy self only runs once, so it can't spawn bombs after a couple of secs. The way you want to do is by making a new object with the bomb spawning script which you spawn when the flare is destroyed. Hope it helps. 
					
  
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			| Sat Feb 05, 2011 10:55 am | 
			
				
					 
					
					 
				  
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				 Dylanhutch 
				
				
					 Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
				 
				 
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				  Re: Raining bombs via grenade  
					
						Asklar wrote: I'm trying to create a flare which when destroyed makes bombs fall where it was. The code is not working, so I wanted to ask for help. *Code* I'm not good at lua, but I'm not bad either, but this code is kicking my ass. Code: function Update(self)    self.StoreX = self.Pos.X    self.RotAngle = 0    self.bombVar = 1        if self.bombVar == 1 then       if self.bombingTime:IsPastSimMS(500) then       self.bomb = CreateTDExplosive("Anti-Bunker Bomb");       self.bomb:Activate()       MovableMan:AddItem(self.bomb);       self.bomb.Pos = Vector(self.StoreX,-20);       self.bombingTime:Reset();       end    end    if self.bombTime:IsPastSimMS(5000) then       self.bombVar = 0    end end
  function Destroy(self)    self.bombTime = Timer();    self.bombingTime = Timer(); end
  ?  
					
  
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			| Sat Feb 05, 2011 11:24 am | 
			
				
					 
					
					 
				  
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				 Abdul Alhazred 
				DRL Developer 
				
					 Joined: Tue Aug 11, 2009 5:09 am Posts: 395
				 
				 
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				  Re: Raining bombs via grenade  
					
						I recommend spawning an object with the grenade that in turn spawn the bombs. This code is attached to the grenade: Code: function Update(self)    if self.ToDelete then       local BombSpawn = CreateMOPixel("Bomb Spawn", "ModName.rte")       BombSpawn.Pos = Vector(self.Pos.X, -50)       MovableMan:AddParticle(BombSpawn)    end end This to a MOPixel with GlobalAccScalar = 0 called "Bomb Spawn": Code: function Create(self)    self.SpawnTime = Timer() end
  function Update(self)    if self.SpawnTime:IsPastSimMS(500) then       self.SpawnTime:Reset()              local Bomb = CreateTDExplosive("Anti-Bunker Bomb", "ModName.rte")       Bomb.Pos = self.Pos + Vector(RangeRand(-50, 50), 0)       Bomb:Activate()       MovableMan:AddParticle(Bomb)    end end The number of bombs dropped is regulated by the MOPixel's life time. Note that this code has not been tested.  
					
  
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			| Sat Feb 05, 2011 2:58 pm | 
			
				
					 
					
					 
				  
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Raining bombs via grenade  
					
						Abdul Alhazred wrote: Note that this code has not been tested. On an Abdul Alhazred script of this size, you will probably be wanting to just chuck it in to the game rather than attempt to proof-read it.  
					
  
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			| Sat Feb 05, 2011 3:18 pm | 
			
				
					 
					
					 
				    
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: Raining bombs via grenade  
					
						Abdul Alhazred wrote: I recommend spawning an object with the grenade that in turn spawn the bombs. This code is attached to the grenade: Code: function Update(self)    if self.ToDelete then       local BombSpawn = CreateMOPixel("Bomb Spawn", "ModName.rte")       BombSpawn.Pos = Vector(self.Pos.X, -50)       MovableMan:AddParticle(BombSpawn)    end end This to a MOPixel with GlobalAccScalar = 0 called "Bomb Spawn": Code: function Create(self)    self.SpawnTime = Timer() end
  function Update(self)    if self.SpawnTime:IsPastSimMS(500) then       self.SpawnTime:Reset()              local Bomb = CreateTDExplosive("Anti-Bunker Bomb", "ModName.rte")       Bomb.Pos = self.Pos + Vector(RangeRand(-50, 50), 0)       Bomb:Activate()       MovableMan:AddParticle(Bomb)    end end The number of bombs dropped is regulated by the MOPixel's life time. Note that this code has not been tested. And if instead of using 2 codes, I just use the second and attach it to a MOPixel gib with PinStrength = 9999? EDIT: Alright, what I said worked. I attached it to a MOPixel gib with PinStrength = 9999, and it works perfect.  
					
							
  
							
    							Last edited by Asklar on Sat Feb 05, 2011 10:15 pm, edited 1 time in total. 
    						 
						
  
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			| Sat Feb 05, 2011 10:10 pm | 
			
				
					 
					
					 
				  
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				 Coops 
				
				
					 Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
				 
				 
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				  Re: Raining bombs via grenade  
					
						We already went over this before. Its a different way of making them spawn, but same concept. viewtopic.php?f=73&t=20848 
					
  
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			| Sat Feb 05, 2011 10:13 pm | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: Raining bombs via grenade  
					
						I know that, I saw that post before like any responsible forum user when I was searching on how to do it. That's why I made the new post. 
					
  
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			| Sat Feb 05, 2011 10:18 pm | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: Raining bombs via grenade  
					
						That would have been epic, but you know, modding everytime gets more complex and more sophisticated (if the word exists, and if I wrote it ok), so learning lua is really important right now. 
					
  
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			| Sat Feb 05, 2011 10:47 pm | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: Raining bombs via grenade  
					
						Dude, I love metaphors. Yeah, you are right, I'm making an entire faction using as less lua as I can because: 1) I don't know much 2) Lua-filled mods sometimes make the game way to easy. 
					
  
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			| Sun Feb 06, 2011 2:50 am | 
			
				
					 
					
					 
				  
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				 mail2345 
				
				
					 Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
				 
				 
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				  Re: Raining bombs via grenade  
					
						However, don't forget that at Lua can be better even if ini can work. Take for an example an acid bath, which I have still yet to make. To do it in ini would require an emitter spawning a boatload of particles, which is very laggy(and crashy). However, with Lua, I can do it with much less lag.
  It's still good to know the ini way in those instances. 
					
  
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			| Sun Feb 06, 2011 3:09 am | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: Raining bombs via grenade  
					
						Ini is the basic way to mod complex things. Lua is the complex way to mod simple things ini's can't do (making a rocket gib in midair can only be done with luas and it's something quite simple, that is enough proof). 
					
  
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			| Sun Feb 06, 2011 4:35 am | 
			
				
					 
					
					 
				  
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				 none 
				
				
					 Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
				 
				 
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				  Re: Raining bombs via grenade  
					
						Learn to sail on a lake first then on the sea you have less chance of crashing once you know how to sail?? 
					
  
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			| Sun Feb 06, 2011 8:01 pm | 
			
				
					 
					
					 
				  
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