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How to equip a model to being completely solid. #216585
07/17/08 19:01
07/17/08 19:01
Joined: Jul 2008
Posts: 1
A
AandOTrinity Offline OP
Guest
AandOTrinity  Offline OP
Guest
A

Joined: Jul 2008
Posts: 1
Hello, I'm the head of A&O Trinity. My personal name I can not tell you because that is personal. However, I am making a script that will turn any model entity into a solid entity(that is anything that it is equipt to). At that same time I am also trying to equipt that same script with the ability to create "Selective Quantity Explosions" on contact with any of the selected model's body.

When you look at the script you will probably get an idea of what all I was trying to do.

Here lies my personalized script:


ifndef BodySolid_01;
define BodySolid_01;

my.entity = BodySolid_01_entity.invisible = off;
my.entity = BodySolid_01_entity.passible = off;
my.entity render = Solid;
my.sound <forcefield.wav> = loop;
my.sound <ambience_forcefield.wav> = loop;





if my.entity renders solid(entity_render=solid){
my.skill BodySolid_01_entity.invisible = off or 1;
action BodySolid_01_entity.invisible = Off;
function BodySolid_01_entity.invisible = off;
my.skill BodySolid_01_entity.invisible = on or 2;
action BodySolid_01_entity.invisible = On;
function BodySolid_01_entity.invisible = on;

my.skill BodySolid_01_entity.passible = off or 1;
action BodySolid_01_entity.passible = Off;
function BodySolid_01_entity.passible = off;
my.skill BodySolid_01_entity.passible = on or 2;
action BodySolid_01_entity.passible = On;
function BodySolid_01_entity.passible = on;
}endif;
if my.entity is attacked by any weapon, create explosion but do not disappear{
my.skill BodySolid_01_entity.create explosion = yes or 1;
action BodySolid_01_entity.create explosion = yes;
function BodySolid_01_entity.create explosion = yes;
my.skill BodySolid_01_entity.create explosion = no or 2;
action BodySolid_01_entity.create explosion = no;
function BodySolid_01_entity.create explosion = no;
if my.skill BodySolid_01_entity.create explosion = yes or 1.Then give the options Small, Medium, Large, Incredible, and Massive;
action BodySolid_01_entity.create explosion = yes or 1.Then give the options Small, Medium, Large, Incredible, and Massive;
function BodySolid_01_entity.create explosion = yes or 1.Then give the options Small, Medium, Large, Incredible, and Massive;{

my.skill BodySolid_01_entity.create explosion = Small;
action BodySolid_01_entity.create explosion = Small;
function BodySolid_01_entity.create explosion = Small;
effect_local(explosion, 100, 0, 30);
function explosion.size = Small(5.ft, 5.ft, 5.ft);
function explosion.lifespan = Small(3.sec)then slowly disappear;
function explosion.sound = Small<destA.wav>;
function explosion.volume = Small(100.);

my.skill BodySolid_01_entity.create explosion = Medium;
action BodySolid_01_entity.create explosion = Medium;
function BodySolid_01_entity.create explosion = Medium;
effect_local(explosion, 300, 0, 30);
function explosion.size = Medium(15.ft, 15.ft, 15.ft);
function explosion.lifespan = Medium(9.sec)then slowly disappear;
function explosion.sound = Medium<thndr_cls.wav>;
function explosion.volume = Medium(300.);

my.skill BodySolid_01_entity.create explosion = Large;
action BodySolid_01_entity.create explosion = Large;
function BodySolid_01_entity.create explosion = Large;
effect_local(explosion, 650, 0, 30);
function explosion.size = Large(35.ft, 35.ft, 35.ft);
function explosion.lifespan = Large(18.sec)then slowly disappear;
function explosion.sound = Large<crash03.wav>;
function explosion.volume = Large(650.);

my.skill BodySolid_01_entity.create explosion = Incredible;
action BodySolid_01_entity.create explosion = Incredible;
function BodySolid_01_entity.create explosion = Icredible;
effect_local(explosion, 1400, 0, 30);
function explosion.size = Incredible(75.ft, 75.ft, 75.ft);
function explosion.lifespan = Incredible(36.sec)then slowly disappear;
function explosion.sound = Incredible<crash02.wav>;
function explosion.volume = Incredible(1400.);

my.skill BodySolid_01_entity.create explosion = Massive;
action BodySolid_01_entity.create explosion = Massive;
function BodySolid_01_entity.create explosion = Massive;
effect_local(explosion, 2700, 0, 30);
function explosion.size = Massive(135.ft, 135.ft, 135.ft);
function explosion.lifespan = Massive(68.sec)then slowly disappear;
function explosion.sound = Massive<crash01>;
function explosion.volume = Massive(2700.);

}endif explosion;
}endif BodySolid_01;
endif BodySolid_01.wdl;



My script has been moved around by this private message box. So what I suggest is that you might want to copy all and see about pasting it inside a script editor.
Remember That I am trying to get the computer to do all the graphical work.

Great Thanks,
A&O Trinity

Re: How to equip a model to being completely solid. [Re: AandOTrinity] #216602
07/17/08 20:13
07/17/08 20:13
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Well first of all, being pseudo professional and talking about being head of a company brings you exactly nothing, cause we're all same here. So you can cut it off right there. No intentions to be harsh wink

Secondly, I might not know a lot Lite-C, but that code looks like a hell lot of pseudo code that doesnt work.

Third, you dont explain your problem. WHAT exactly do you want to show or what exactly do you need help in? If its the first, you are wrong (cause I dont see anything besides some pseudo code) and if its the latter, you are wrong too, cause questions belong to other sections of the forum.

Again, I don't mean to be hard, but it just doesn't make any sense to me...

Cheers


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: How to equip a model to being completely solid. [Re: Michael_Schwarz] #216605
07/17/08 20:19
07/17/08 20:19
Joined: Aug 2005
Posts: 1,230
M
MichaelGale Offline
Serious User
MichaelGale  Offline
Serious User
M

Joined: Aug 2005
Posts: 1,230
Wrong forum. Moved this to "Starting with Gamestudio".


Your friendly mod is at your service.
Re: How to equip a model to being completely solid. [Re: MichaelGale] #216621
07/17/08 21:51
07/17/08 21:51
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
Serious User
DJBMASTER  Offline
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
What do you mean by solid entity? If you mean that it is no passable then you can add easy collision code in c_move of your player entity.

If you want it to generate explosions, just build a particle generator linked to a function which tests a certain event/value...eg if mouse is clicked on the entity or health = 0.

Your question makes no sense. Please explain...


Last edited by DJBMASTER; 07/17/08 21:52.
Re: How to equip a model to being completely solid. [Re: DJBMASTER] #216701
07/18/08 11:51
07/18/08 11:51
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
Rabbit Developer

Joined: Apr 2005
Posts: 3,815
Finland
First of all, that code does not make any sense.

Secondly, the question does not make any sense.

Thirdly, we don't care are you the head of Microsoft.

Now. State your problem, and we will point you to the right direction. While thinking about your problem here, please download the Lite-C workshop, do all of the tutorials, read through the manual and ask again.


"Yesterday was once today's tomorrow."

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