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Dex98
Joined: Thu Jan 05, 2012 8:18 am Posts: 76 Location: In a Sauna, roasting to death
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Scan-grenade
After a short break at modding, i'm back asking you for some lua scripts.
One of the two things i dislike about B27, (other being the removal of friendly fire) is the need to scan areas with tools. That's why i'm requesting a script that attached to a TDExplosive would instantly scan the whole map when the explosive gibs/explodes (if it's possible of course).
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Thu Aug 02, 2012 12:28 pm |
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N4K4T0V
Banned
Joined: Wed Aug 01, 2012 1:07 pm Posts: 28
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Re: Scan-grenade
A grenade that gibs invisible actors half a second? It should work.
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Thu Aug 02, 2012 4:17 pm |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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Re: Scan-grenade
Should be possible, just loop through the map and use SceneMan:RevealUnseen(X,Y,self.parent.Team);
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Thu Aug 02, 2012 11:28 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Scan-grenade
Code: function Destroy(self) SceneMan:RevealUnseenBox(0, 0, SceneMan.SceneWidth, SceneMan.SceneHeight, self.Team); end Will reveal the entire scene for the player that threw it when it explodes.
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Thu Aug 02, 2012 11:39 pm |
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_Shadowcat_
Joined: Mon Mar 12, 2012 6:06 am Posts: 58 Location: Flyin through the Matrix
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Re: Scan-grenade
Isnt it easier just to go spying around with a dropship?
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Fri Aug 03, 2012 1:26 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Scan-grenade
That only works above ground, and is slow and not very cost efficient.
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Fri Aug 03, 2012 1:36 am |
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_Shadowcat_
Joined: Mon Mar 12, 2012 6:06 am Posts: 58 Location: Flyin through the Matrix
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Re: Scan-grenade
If you want below ground just do the old standby, Hold down E or Q and then use the WASD keys to look around.
Sure its not as fast and useful as youd want it but still :L
But I wouldnt mind a full zoom out kinda thingy like your sugesting.
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Fri Aug 03, 2012 1:44 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Scan-grenade
Uh, no, that doesn't work because of the fog of war. Which this grenade is designed to clear. Reread the topic from the start.
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Fri Aug 03, 2012 2:03 am |
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_Shadowcat_
Joined: Mon Mar 12, 2012 6:06 am Posts: 58 Location: Flyin through the Matrix
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Re: Scan-grenade
*Facepalm*
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Fri Aug 03, 2012 3:32 am |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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Re: Scan-grenade
Roast Veg wrote: Code: function Destroy(self) SceneMan:RevealUnseenBox(0, 0, SceneMan.SceneWidth, SceneMan.SceneHeight, self.Team); end Will reveal the entire scene for the player that threw it when it explodes. self.Team doesn't work for grenades but if you do for each team (0,1,2,3) it works good.
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Fri Aug 03, 2012 4:37 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Scan-grenade
Are you sure it doesn't work for self.Team in B27?
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Fri Aug 03, 2012 4:43 am |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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Re: Scan-grenade
Roast Veg wrote: Are you sure it doesn't work for self.Team in B27? Yeah, I'm using the newest one with Techion in it and it doesn't do anything unless i manually specify the teams.
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Fri Aug 03, 2012 5:25 am |
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