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Weapon no reload
#1
Information 
Script "shootclose10" (no reload)

------------------------------------------------------------------------------------------------------------------------------------------
;Artificial Intelligence Script

;Header (modifica By Tax: no reload weapon)

desc = Look and Shoot Close To Player

;Triggers

Confusedtate=0,plrcanbeseenConfusedtate=1,settarget
Confusedtate=0:runfpidefault=1

Confusedtate=1:rotatetoplr
Confusedtate=1,plrcanbeseenConfusedettarget
Confusedtate=1,ifweapon=1,plrdistfurther=100,plrelevwithin=10:movetotarget=1,animate=5
Confusedtate=1,plrdistwithin=101:rotatetoplr
Confusedtate=1,ifweapon=1,plrdistwithin=101,plrcanbeseen=46,rateoffire:animate=1,rotatetoplr,freeze,useweapon,rundecal=6
Confusedtate=1,ifweapon=0:animate=1,freeze,state=2
Confusedtate=1,plrdistwithin=200,random=50Confusedtate=5
Confusedtate=1,plrdistwithin=50Confusedtate=10
Confusedtate=1,losetarget=100Confusedtate=5

Confusedtate=2Confusedtate=1,reloadweapon

Confusedtate=5,random=1Confusedtate=6,setframe=4
Confusedtate=5Confusedtate=7,setframe=3
Confusedtate=6:incframe=4,strafe=90,rotatetoplr
Confusedtate=6,frameatend=4Confusedtate=1,animate=1
Confusedtate=7:incframe=3,strafe=-90,rotatetoplr
Confusedtate=7,frameatend=3Confusedtate=1,animate=1

Confusedtate=10Confusedtate=11,setframe=5
Confusedtate=11:incframe=5,strafe=180,rotatetoplr
Confusedtate=11,frameatend=5Confusedtate=1,animate=1

;End of Script
------------------------------------------------------------------------------------------------------------------------------------------

Per far si che uno script da inserire in shoot nelle opzioni dell'entità, nn ricarichi l'arma, appena vede il plr. bisogna togliere i comandi come in questo script qui sotto:

Eliminare i comandi in rosso. "shootclose10" originale:

------------------------------------------------------------------------------------------------------------------------------------------
;Artificial Intelligence Script

;Header

desc = Look and Shoot Close To Player

;Triggers

Confusedtate=0,plrcanbeseenConfusedtate=1,settarget
Confusedtate=0:runfpidefault=1

Confusedtate=1:rotatetoplr
Confusedtate=1,plrcanbeseenConfusedettarget
Confusedtate=1,ifweapon=1,plrdistfurther=100,plrelevwithin=10:movetotarget=1,animate=5
Confusedtate=1,plrdistwithin=101:rotatetoplr
Confusedtate=1,ifweapon=1,plrdistwithin=101,plrcanbeseen=46,rateoffire:animate=1,rotatetoplr,freeze,useweapon,rundecal=6
Confusedtate=1,ifweapon=0:animate=1,freeze,state=2,setframe=6Confusedtate=1,plrdistwithin=200,random=50Confusedtate=5
Confusedtate=1,plrdistwithin=50Confusedtate=10
Confusedtate=1,losetarget=100Confusedtate=5

Confusedtate=2:incframe=6
Confusedtate=2,frameatend=6Confusedtate=1,reloadweapon,sound=audiobank\guns\reload.wav

Confusedtate=5,random=1Confusedtate=6,setframe=4
Confusedtate=5Confusedtate=7,setframe=3
Confusedtate=6:incframe=4,strafe=90,rotatetoplr
Confusedtate=6,frameatend=4Confusedtate=1,animate=1
Confusedtate=7:incframe=3,strafe=-90,rotatetoplr
Confusedtate=7,frameatend=3Confusedtate=1,animate=1

Confusedtate=10Confusedtate=11,setframe=5
Confusedtate=11:incframe=5,strafe=180,rotatetoplr
Confusedtate=11,frameatend=5Confusedtate=1,animate=1

;End of Script
------------------------------------------------------------------------------------------------------------------------------------------

L'unica pecca e che nn ricarica mai l'arma, almeno, nn lo fà vedere, perchè eliminato animazione, in realtà ricarica eccome.

By Tax
 
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Messaggi in questa discussione
Weapon no reload - da Tax78 - 18-12-2010, 05:16 PM
RE: Weapon no reload - da Zapetino - 18-12-2010, 09:30 PM
RE: Weapon no reload - da Tax78 - 19-12-2010, 12:20 AM
RE: Weapon no reload - da Lorenz - 18-12-2010, 09:53 PM
RE: Weapon no reload - da Alche - 18-12-2010, 11:22 PM
RE: Weapon no reload - da xlsheriklx - 19-12-2010, 02:24 PM
RE: Weapon no reload - da x4ndr3a - 02-01-2011, 07:56 PM
RE: Weapon no reload - da KillerZ - 03-01-2011, 10:53 AM

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