Finelly, there was no mor errors in my code.
But wenn I started it It shoud me the warning ; (Übersetzt)
Problem with acknex must shutdown energy!
that macks me sick!
The script is <lite c>
here is the code (But it`s very long...)
-----------------------------------------------------------------
#include <acknex.h>
#include <default.c>
///////////////////////////////////////////////////////////////////////
#define PRAGMA_PATH "parts";
VECTOR Hinge1, Hinge2;
var GroupID = 2;
var low_rot_dist = 5;
///////////////////////////////////////////////////////////////////////
function DEAD();
function player_moves();
function shoot();
function move_bullet();
function remove_bullet();
//////////////////////////////////////////////////////////////////////
var bullet_pos;
var player_speed;
//var player_shield = 100; //No need for this jet
//var enemy_shield = 100; //The same for this
//////////////////////////////////////////////////////////////////////
SOUND* bullet = "bullet.wav";
ENTITY* enemy;
STRING* bullet_mdl = "bullet.mdl";
//////////////////////////////////////////////////////////////////////
PANEL crosshair_pan =
{
bmap = "crosshair_pcx";
layer = 20;
pos_x = 0;
pos_y = 0;
flags = VISIBLE | OVERLAY;
}
//////////////////////////////////////////////////////////////////////
action actor()
{
enemy = my;
my.emask |= ENABLE_SHOOT;
my.emask |= ENABLE_BLOCK;
my.event = remove_bullet;
{
ent_blend("stand",0,25);
wait (1);
}
my.event = DEAD();
}
var time;
var temp;
var bullet_handel;
SOUND* bullet = "bullet.wav";
action player_moves()
{
player = my;
my.emask |= ENABLE_SHOOT;
my.emask |= ENABLE_BLOCK;
my.event = DEAD();
while (1)
{
c_move (my, vector(10 * (key_w - key_s) * time_step, 6 * (key_a - key_d) * time_step, 0), nullvector, GLIDE);
vec_set (camera.x, player.x);
camera.z += 30;
camera.pan -= 5 * mouse_force.x * time_step;
camera.tilt += 3 * mouse_force.y * time_step;
player.pan = camera.pan;
wait (1);
}
on_mouse_left = shoot;
wait (1);
}
void main() {
video_mode = 6;
video_screen = 1;
vec_set(Hinge1, nullvector);
vec_set(Hinge2, nullvector);
fps_max = 60;
time_smooth = 0;
ph_iterations = 20;
level_load("damage.wmb");
wait(5);
ph_setgravity(vector(0, 0, -1200));
ph_setcorrections(9000, 0);
ph_setcollisions(1000, 2);
// ent_create("test_ragdoll.mdl", vector(160, -64, -1208), move);
wait(1);
}
void updateBoneHinge(ENTITY* hingeEnt, STRING* bodyPart, ENTITY* actor) {
VECTOR temp_pos, temp_ang, temp_mov, temp_ang_1;
ENTITY* hingePointer = hingeEnt;
ENTITY* actorPointer = actor;
STRING* updatePart = bodyPart;
while(hingePointer) {
ent_bonereset(actorPointer, updatePart);
vec_for_bone(temp_pos, actorPointer, updatePart);
ang_for_bone(temp_ang, actorPointer, updatePart);
vec_set(temp_mov, hingePointer.x);
vec_sub(temp_mov, temp_pos);
temp_mov.x /= actorPointer.scale_x; temp_mov.y /= actorPointer.scale_y; temp_mov.z /= actorPointer.scale_z;
//vec_rotateback (temp_mov, temp_ang);
temp_ang.x = 360-temp_ang.x; temp_ang.y = 360-temp_ang.y; temp_ang.z = 360-temp_ang.z;
vec_set(temp_ang_1, nullvector);
ang_add(temp_ang_1, vector(temp_ang.x,0,0));
ang_add(temp_ang_1, vector(0,temp_ang.y,0));
ang_add(temp_ang_1, vector(0,0,temp_ang.z));
ang_rotate(temp_ang_1, hingePointer.pan);
ent_bonerotate(you, updatePart, temp_ang_1);
// ent_bonemove(you, updatePart, temp_mov);
wait(1);
}
}
void setLimit(VECTOR* vec1, VECTOR* vec2) {
vec_set(Hinge1, vec1);
vec_set(Hinge2, vec2);
}
void BodyPartInit(var mass, ENTITY* entityMe) {
set(entityMe, PASSABLE);
entityMe.pan = 180;
phent_settype(entityMe, PH_RIGID, PH_BOX);
phent_setmass(entityMe, mass, PH_BOX);
phent_setgroup(entityMe, GroupID);
phent_setfriction(entityMe, 35);
phent_setdamping(entityMe, 35, 35);
phent_setelasticity(entityMe, 8, 8);
reset(entityMe, PASSABLE);
}
void setHinge(ENTITY* constr_1, ENTITY* constr_2) {
var tempHinge;
// make constraint
tempHinge = phcon_add(PH_HINGE, constr_1, constr_2);
phcon_setparams1(tempHinge, constr_1.x, Hinge1, nullvector);
phcon_setparams2(tempHinge, Hinge2, nullvector, nullvector);
}
void setRagdollPart() {
set(my, INVISIBLE);
}
function DEAD() {
ENTITY* Ent_1;
ENTITY* Ent_2;
ENTITY* Ent_3;
GroupID += 1;
var tempVertex;
you = ent_create("test_ragdoll.mdl", nullvector, NULL);
set(you, PASSABLE);
Ent_1 = my;
setRagdollPart();
BodyPartInit(20, Ent_1);
setHinge(Ent_1, Ent_1);
vec_for_vertex(tempVertex, Ent_1, 23);
Ent_2 = ent_create("leg_up_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-40,40,0));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "leg_up_left", you);
// left lower leg
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("leg_down_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(0,1,0), vector(0,120,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "leg_down_left", you);
// right upper leg
vec_for_vertex(tempVertex, Ent_1, 22);
Ent_2 = ent_create("leg_up_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-40,40,0));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "leg_up_right", you);
// right lower leg
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("leg_down_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(0,1,0), vector(0,120,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "leg_down_right", you);
// abs
vec_for_vertex(tempVertex, Ent_1, 21);
Ent_2 = ent_create("abs.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-15,15,0));
BodyPartInit(20, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "stomach", you);
//torso
vec_for_vertex(tempVertex, Ent_2, 17);
Ent_1 = ent_create("torso.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-20,20,0));
BodyPartInit(55, Ent_1);
// make constraint
setHinge(Ent_1, Ent_2);
updateBoneHinge(Ent_1, "torso", you);
// left upper arm
vec_for_vertex(tempVertex, Ent_1, 21);
Ent_2 = ent_create("arm_up_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-70, 116,20));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "arm_up_left", you);
// left lower arm
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("arm_down_left.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(270,0,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "arm_down_left", you);
// right upper arm
vec_for_vertex(tempVertex, Ent_1, 22);
Ent_2 = ent_create("arm_up_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,1), vector(-70,116,20));
BodyPartInit(5, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "arm_up_right", you);
// right lower arm
vec_for_vertex(tempVertex, Ent_2, 9);
Ent_3 = ent_create("arm_down_right.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(270,0,0));
BodyPartInit(20, Ent_3);
// make constraint
setHinge(Ent_3, Ent_2);
updateBoneHinge(Ent_3, "arm_down_right", you);
// head
vec_for_vertex(tempVertex, Ent_1, 23);
Ent_2 = ent_create("head.mdl", tempVertex, setRagdollPart);
setLimit(vector(1,1,0), vector(-45,45,0));
BodyPartInit(25, Ent_2);
// make constraint
setHinge(Ent_2, Ent_1);
updateBoneHinge(Ent_2, "head", you);
while(you) {
vec_set(you.x, my.x);
vec_set(you.pan, my.pan);
if(key_p) {
phent_addvelglobal(my, vector(0,0,0), nullvector);
}
wait(1);
}
}
function shoot()
{
ent_create("bullet.mdl", nullvector, move_bullet);
}
function move_bullet()
{
wait (1);
my.emask |= ENABLE_SHOOT;
my.emask |= ENABLE_BLOCK;
my.event = remove_bullet;
my.pan = player.pan;
my.tilt = camera.tilt;
my.skill20 = 0;
my.skill1 = 75;
my.skill2 = 0;
my.skill3 = 0;
}
function remove_bullet()
{
wait (1);
phent_settype(my,PH_RIGID,PH_BOX);
phent_setmass(my,1,PH_BOX);
phent_setfriction(my,45);
phent_setelasticity(my,15,10);
phent_setdamping(my,20,20);
wait (-10);
ent_remove (me);
}
---------------------------------------------------------------
Thank you (I hop :D_
