|
|
Re: Blood Splatters
[Re: Metal_Thrasher]
#41459
07/21/05 04:36
07/21/05 04:36
|
Joined: Apr 2005
Posts: 795 U.S.A. Michigan
exile
User
|
User
Joined: Apr 2005
Posts: 795
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: spartan131]
#41461
07/21/05 04:50
07/21/05 04:50
|
Joined: Apr 2005
Posts: 795 U.S.A. Michigan
exile
User
|
User
Joined: Apr 2005
Posts: 795
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
[Re: Metal_Thrasher]
#41464
09/05/05 20:06
09/05/05 20:06
|
Joined: Sep 2005
Posts: 514 USA
Gho5tFac3K1llah
Developer
|
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?
|
|
|
|