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Laserweapon #225858
09/06/08 12:41
09/06/08 12:41
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
In Deutsch:
Hi,
wie kann ich eine Partikel-Funktion für eine Laserkanone erstellen? Der Schuß soll sich zur Maus bewegen.

In English:
Hi,
how can i make a particel-function for a shot of a lasercannon?
The shot shot move to the mouse.

mfG
Mageron

Re: Laserweapon [Re: Mageron] #225862
09/06/08 12:57
09/06/08 12:57
Joined: Jun 2008
Posts: 428
Rasch Offline
Senior Member
Rasch  Offline
Senior Member

Joined: Jun 2008
Posts: 428
Hi!

Check this thread

> Click here <

Re: Laserweapon [Re: Mageron] #225905
09/06/08 16:33
09/06/08 16:33
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
Thanks a lot, this is that I looked for!

Re: Laserweapon [Re: Mageron] #228261
09/18/08 12:13
09/18/08 12:13
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
ok, dass war alles irgendie nicht so. Also hab ich angefangen, es selbst zu probieren. Das Geschoss sollen zum Fadenkreuz fliegen, fällt aber zu Boden. Wieso?
Hier der code:
Code:
VAR sicht_dist[3] = -100,0,15;
VAR sicht_ang[3];
VAR Wackel;

VIEW Sicht
{
 layer = 1;
 pos_x = 0;
 pos_y = 0;
 size_x = 800;
 size_y = 600;
 offset_x = 0;
 offset_y = 0;
 arc = 45;
 aspect = 1;
 flags = visible;
}

ACTION Plasmageschoss
{
 
 my.red = 155;
 my.blue = 255;
 my.green = 155;
 my.push = -1;
 
 Ziel.x = 1500 + mouse_pos.x;
 Ziel.y = 1500 + mouse_pos.y;
 Ziel.z = 0;
 vec_for_screen(Ziel.x,Sicht);
 vec_sub(Ziel.x,my.x);
 vec_to_angle(my.pan,Ziel.x);
 WHILE(1)
 {
 
   
  Plasmageschoss_v.x = -20 * time;
 

  move_mode = ignore_passable + ignore_passents +  ignore_sprites;
  ent_move(Plasmageschoss_v.x,nullvector);
  
  my.enable_block = on;
  my.enable_entity = on;
  my.event = Event_Geschoss;
  effect(effect_explo3,100,my.x,nullvector);
  WAIT(1);
  
 }
}
 


Last edited by Mageron; 09/24/08 17:31.
Re: Laserweapon [Re: Mageron] #229120
09/24/08 17:32
09/24/08 17:32
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
ok, dass war alles irgendie nicht so. Also hab ich angefangen, es selbst zu probieren. Das Geschoss sollen zum Fadenkreuz fliegen, fällt aber zu Boden. Wieso?
Hier der code:
Code:
VAR sicht_dist[3] = -100,0,15;
VAR sicht_ang[3];
VAR Wackel;

VIEW Sicht
{
 layer = 1;
 pos_x = 0;
 pos_y = 0;
 size_x = 800;
 size_y = 600;
 offset_x = 0;
 offset_y = 0;
 arc = 45;
 aspect = 1;
 flags = visible;
}

ACTION Plasmageschoss
{
 
 my.red = 155;
 my.blue = 255;
 my.green = 155;
 my.push = -1;
 
 Ziel.x = 1500 + mouse_pos.x;
 Ziel.y = 1500 + mouse_pos.y;
 Ziel.z = 0;
 vec_for_screen(Ziel.x,Sicht);
 vec_sub(Ziel.x,my.x);
 vec_to_angle(my.pan,Ziel.x);
 WHILE(1)
 {
 
   
  Plasmageschoss_v.x = -20 * time;
 

  move_mode = ignore_passable + ignore_passents +  ignore_sprites;
  ent_move(Plasmageschoss_v.x,nullvector);
  
  my.enable_block = on;
  my.enable_entity = on;
  my.event = Event_Geschoss;
  effect(effect_explo3,100,my.x,nullvector);
  WAIT(1);
  
 }
}
 


Re: Laserweapon [Re: Mageron] #248289
01/25/09 20:07
01/25/09 20:07
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
Ja, ich mal wieder. Bin mittlerweile viel weiter, die Geschosse bereiten mir aber immernoch Kummer:
Code:
FUNCTION Waffe()
{
	Bolter = me;
	 
	WHILE(1)
	{
		bone_angle.pan = (screen_size.x / 2 - mouse_pos.x ) / 10;
		bone_angle.tilt = (screen_size.y / 2 - mouse_pos.y) / 10;
		ent_bonereset(my,"Bone1");
		ent_bonerotate(my,"Bone1",bone_angle);
		my.pan = player.pan; my.tilt = player.tilt; my.x = player.x; my.y = player.y;my.z = player.z + 130;
		my.visible = on;
		my.passable = on;
	
		
		WAIT(1);
	}
}

ACTION Bolt
{
   
   my.pan = (screen_size.x - mouse_pos.x ) / 10;
   my.tilt =(screen_size.y / 2 - mouse_pos.y) / 10;
	my.push = 1;
	Geschoss = me;
	WHILE(1)
	{  
	   Bewegung.x = 15 * time_step; Bewegung.y = 0;
	   my.scale_x = 0.1; my.scale_y = 0.1; my.scale_z = 0.1;
		c_move(me,Bewegung,nullvector,ignore_passable | IGNORE_MODELS);
		WAIT(1);
	}
}


FUNCTION schiessen()
{
	WHILE(key_pressed(280) == on)
	{
		Abschuss.x = Bolter.x; Abschuss.y = Bolter.y; Abschuss.z = Bolter.z;
	
   mouse3D.x = mouse_pos.x;
   mouse3D.y = 0;
   mouse3D.z = 15000 + mouse_pos.y;
   vec_for_screen(mouse3D,Sicht);
   c_trace(player.x,mouse3D.x,IGNORE_ME | IGNORE_PASSABLE | ACTIVATE_SHOOT | use_box);	
   ent_create("rocket.mdl",Abschuss.x,Bolt);
   WAIT(1);
	}
	IF(key_pressed(57) == on)
	{
	
   mouse3D.x = mouse_pos.x;
   mouse3D.y = 0;
   mouse3D.z = 15000 + mouse_pos.y;
   vec_for_screen(mouse3D,Sicht);
   c_trace(player.x,mouse3D.x,IGNORE_ME | ACTIVATE_SONAR | use_box);	
   WAIT(1);
	}
}


Die Geschosse fliegen wild herum, sollen aber von der Mündung zum FAdenkreuz fliegen.

Danke für die Hilfe

Re: Laserweapon [Re: Mageron] #260401
04/10/09 14:49
04/10/09 14:49
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
So, neuer Versuch:
Habe folgende Schussfunktion:
Code:
IF(mouse_left == 1)
   {
   	
   	VAR temp[3];
      temp.x = mouse_pos.x; 
      temp.y = mouse_pos.y;
      temp.z = 100000;
	   vec_for_screen(temp,Sicht);
    	c_trace(my.x,temp,ignore_me | ignore_you | USE_POLYGON | Activate_Shoot | Get_Hitvertex);
   	ent_create("Schussloch.tga",target,Schussloch);
      snd_play(Bolter_schuss,50,0);
      effect(funkenspezial,300,target,nullvector);
   	WAIT(1);
   }


Die Partikel entstehen aber im Punkt 0,0,0? Warum das?


I'll start a new try.
I have following code(s.u.)
The particles starts at 0,0,0. Why?

Re: Laserweapon [Re: Mageron] #260404
04/10/09 14:59
04/10/09 14:59
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
The last component of the effect instruction is the vel vector, which is the initial direction of the particles.
I don't know your particle function "funkenspezial" but if they have the move flag etc. they might just move to the nullvector which is (0,0,0). Not sure though.
What you can do: set temp to the difference between the target and the temp vektor and use it as vel vector.
Code:
IF(mouse_left == 1)
{
	VAR temp[3];
   temp.x = mouse_pos.x; 
   temp.y = mouse_pos.y;
   temp.z = 100000;
	vec_for_screen(temp,Sicht);
   c_trace(my.x,temp,ignore_me | ignore_you | USE_POLYGON | Activate_Shoot | Get_Hitvertex);
   
   ent_create("Schussloch.tga",target,Schussloch);
   snd_play(Bolter_schuss,50,0);
   
   vec_diff(temp.x,target.x,temp.x);
   effect(funkenspezial,300,target,temp);
   WAIT(1);
}

not tested!

Re: Laserweapon [Re: Xarthor] #260476
04/11/09 09:22
04/11/09 09:22
Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
M
Mageron Offline OP
Newbie
Mageron  Offline OP
Newbie
M

Joined: Aug 2008
Posts: 43
Germany, Baden-Württemberg
So, der Tipp hat leider nicht funktioniert. frown

Habe nun selbst eine Lösung gefunden:
Code:
mouse3D.x = mouse_pos.x;
   mouse3D.y = mouse_pos.y;
   mouse3D.z = 100000;
   vec_for_screen(mouse3D,Sicht);
	vec_for_vertex(Muendung,my,2869);
c_trace(Muendung,mouse3D,ignore_me | ignore_you | USE_POLYGON | Activate_Shoot | Get_Hitvertex);
    	vec_diff(Ziel,Ziel,target);
    	
    	
   	ent_create("Schussloch.tga",target,Schussloch);
      snd_play(Bolter_schuss,50,0);
      effect(funkenspezial,300,target,nullvector);


Leider ist eine große Distanz zwischen dem Fadenkreuz (Panel an der Mausposition) und dem Partikelursprung. Also will ich es jetzt ohne Fadenkreuz, aber mit Laserpointer machen. Wie mach ich es aber, dass der Laserpointer mit mir mitgeht und auf die Position zeigt?

Bisher klappt das:
Code:
CTION Laserpointer
{
	vec_for_vertex(Muendung,Mensch,2869);
	WHILE(1)
	{
		vec_sub(Ziel,mouse3D);
		vec_diff(distanz,Ziel,mouse3D);
		my.passable = on;
		my.transparent = on;
		my.alpha = 10;
		vec_to_angle(my.pan,mouse3D);
		my.scale_x = distanz;
		my.scale_y = 0.1;
		my.scale_z = 0.1;
		vec_set(my.x,Mensch.x);
		WAIT(1);
	}
}

Aber derStrahl geht durch den Kopf des Players und durch ihn durch.


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