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Re: Blood Splatters [Re: spartan131] #41456
07/21/05 04:20
07/21/05 04:20
Joined: Apr 2005
Posts: 796
U.S.A. Michigan
exile Offline
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exile  Offline
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Joined: Apr 2005
Posts: 796
U.S.A. Michigan
I can make a tutorial for you, which varsion are you using.

Re: Blood Splatters [Re: exile] #41457
07/21/05 04:25
07/21/05 04:25
Joined: Jul 2005
Posts: 473
San Diego, CA
S
spartan131 Offline
Senior Member
spartan131  Offline
Senior Member
S

Joined: Jul 2005
Posts: 473
San Diego, CA
im using the A6 Extra. thanks!

Re: Blood Splatters [Re: exile] #41458
07/21/05 04:33
07/21/05 04:33
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
Quote:

Thanks DragonX, your solution worked. Thanks very much!!!!!!!!



Righteous, I'm glad the code worked.


-Johnny Thrash
Re: Blood Splatters [Re: Metal_Thrasher] #41459
07/21/05 04:36
07/21/05 04:36
Joined: Apr 2005
Posts: 796
U.S.A. Michigan
exile Offline
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exile  Offline
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Joined: Apr 2005
Posts: 796
U.S.A. Michigan
Well i will still try...

First you should backup war.wdl
Next create a new wdl called blood.wdl
Next, copy the blood script that was posted a few pages back. I have posted a modified script at the bottom of this post.
Next, open your main script and where you see the lines toward the top ot the page called, include <war.wdl>;, add your blood script directly above war.wdl. It should look like this...
include <blood.wdl>;
include <war.wdl>;

Next, open war.wdl and find the line called function fight_event. then select function fight_event all the way down until you have hilighted the word "return".delete that and paste my fight_event..... (your fight_event should look like this when you are done)

function fight_event()
{
if((EVENT_TYPE == EVENT_SCAN && indicator == _EXPLODE)
|| (EVENT_TYPE == EVENT_SHOOT && indicator == _GUNFIRE))
{
MY._SIGNAL = _DETECTED; // by shooting, player gives away his position
effect(bloodburstspezial,13,TARGET,nullvector);

ent_create (bloodspri, TARGET, bloodiest);
TRACE_MODE = IGNORE_ME + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_MODELS + IGNORE_SPRITES + IGNORE_MAPS + ACTIVATE_SHOOT;

TRACE (gun_muzzle,gun_target);

create(bloodspri, TARGET, bloodiest2);


if (indicator == _EXPLODE)
{ // reduce damage according to distance

damage *= max(0,(range - RESULT))/range;
}

if(MY._ARMOR <= 0)
{
MY._HEALTH -= damage;
}
else
{
MY._ARMOR -= damage;
}
return;
}

Then you are done! Sorry if it sonds a little cryptic, this is the first tutorial i have ever written. Btw, here is the blood script i am not sure if it will work for A6 but you might as well give it a try....

bmap blood = <blood1.tga>;

Function bloodburst_spec_fun()
{
my.alpha -=random(0 *time);
if(my.alpha < 0)
{
my.lifespan = 0;
}
}


Function bloodburstspezial()
{
my.bmap = blood;
my.vel_x = random( 11.270 ) - (11.270 /2);
my.vel_y = random( 11.270 ) - (11.270 /2);
my.vel_z = random( 11.270 );
my.size = random(3.150 );
my.move =1 ;
my.flare=on;
my.alpha = 50 ;
my.transparent = 1 ;
my.gravity =4.331 ;
my.bright =0 ;
my.function = bloodburst_spec_fun;
my.flare =1 ;
}


Function bloodburst()
{
while(1)
{
effect(bloodburstspezial,13 *time,my.x,nullvector);
wait(1 );
}
}


action bloodburst_action
{
my.invisible = on;
My.passable = on;
bloodburst();
}

string bloodspri = <blood2.tga>; // strings can be defined in "" or <>
entity* blood1;
entity* blood2;
function bloody
{
me=blood1;
}

function bloodiest
{

my.oriented=on;
my.overlay=on;

my.facing=off;

my.passable=on;
my.scale_x = random(0.33);
my.scale_y = random(0.33);



vec_set(temp, my.x);
temp.z -= 3000;
trace_mode = ignore_me+ignore_sprites+ignore_you+ignore_models;
result = trace(my.x, temp);
vec_set(my.x, target); // set MY at target position
vec_to_angle(my.pan,normal);
my.roll=random(360);

}


function bloodiest2
{
vec_to_angle(my.pan,normal);
my.oriented=on;
my.overlay=on;
my.scale_x = random(0.33);
my.scale_y = random(0.33);
my.facing=off;
my.roll=random(360);
my.passable=on;
}

Last edited by exile; 07/21/05 04:41.
Re: Blood Splatters [Re: exile] #41460
07/21/05 04:43
07/21/05 04:43
Joined: Jul 2005
Posts: 473
San Diego, CA
S
spartan131 Offline
Senior Member
spartan131  Offline
Senior Member
S

Joined: Jul 2005
Posts: 473
San Diego, CA
ok, ill start doing that. but i have a bit of a problem right now i messed up my weapons.wdl folder so i need to fix it somehow... anyways, thanks for the tutorial, ill definiatly do it. also, what do you mean by back-up war.wdl? thanks again.

Re: Blood Splatters [Re: spartan131] #41461
07/21/05 04:50
07/21/05 04:50
Joined: Apr 2005
Posts: 796
U.S.A. Michigan
exile Offline
User
exile  Offline
User

Joined: Apr 2005
Posts: 796
U.S.A. Michigan
open the template folder and right click war.wdl. then select copy and them paste it somewhere like your desktop. It will be called "Copy of War.wdl" Just rename it war.wdl and if the code doesn't work, just copy the file and paste it in your template folder. it will ask you if you wan't to overwrite the file, just select yes. As for the weapons.wdl i can send you mine but it is slightly modified so i don't know if it will work. I will e-mail it to you. what is your address????

Last edited by exile; 07/21/05 04:51.
Re: Blood Splatters *DELETED* [Re: exile] #41462
07/21/05 04:58
07/21/05 04:58
Joined: Apr 2005
Posts: 796
U.S.A. Michigan
exile Offline
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exile  Offline
User

Joined: Apr 2005
Posts: 796
U.S.A. Michigan
Post deleted by exile

Re: Blood Splatters [Re: exile] #41463
07/21/05 05:13
07/21/05 05:13
Joined: Jul 2005
Posts: 473
San Diego, CA
S
spartan131 Offline
Senior Member
spartan131  Offline
Senior Member
S

Joined: Jul 2005
Posts: 473
San Diego, CA
wait im gonna pm you cause this isnt the right place to talk about this.

Re: Blood Splatters [Re: Metal_Thrasher] #41464
09/05/05 20:06
09/05/05 20:06
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline
Developer
Gho5tFac3K1llah  Offline
Developer

Joined: Sep 2005
Posts: 514
USA
Quote:

Now put the next part into the piece of code where the enemy is hit.




What do you mean by this?

Re: Blood Splatters [Re: Gho5tFac3K1llah] #41465
09/06/05 15:34
09/06/05 15:34
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
Expert
Metal_Thrasher  Offline OP
Expert

Joined: Oct 2003
Posts: 2,194
Saturn
Quote:

Quote:

Now put the next part into the piece of code where the enemy is hit.




What do you mean by this?



Well, in the part of your code that detects that the enemy has been shot or slashed or dead or something. if that's been detected then have that piece of the code there. lol, there's an example in the first post


-Johnny Thrash
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