The_Gambit
New member
I opened and modified an existing .gif, Ironman's d13.gif. Now the game crashes and says 'Unable to load file 'data/chars/Ironman/d13.gif'. I did not change the name or location. How do I implement new or modified .gif's?
On another note,
-So I am using shooter2 to launch missiles in a bunch of directions, adding the follow1 animation to disappear when they hit, or after 0.25 seconds, whichever comes first.
-Next, if the missile did not 'hit', at the 0.25 second mark I will us the generic 'shoot' command to relaunch the missile, at the same coordinates it disappears, with 'chase' property.
-Therefore, it should look like I'm shooting a bunch of missiles, which after a short delay, acquire and zoom at targets.
-I think shooting the missiles out in different directions will help prevent them from all going after the same target.
Caveats:
1. How to determine whether or not to spawn chase missile based on if original missile 'hit'?
2. Chase missiles don't chase on the Y axis, which results in them flipping back and forth under/over some enemies.
3. Any other way to prevent the missiles from all acquiring the same target if other targets are present?
4. Effective way to end or remove Missile after set amount of time, since using shooter2 command doesn't use the missiles' lifespan properties?
What do you guys think?
My current script fails to load. Shooter2 works, but the items do not despawn so I added the get elapsed time section, and now it crashes:
void shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
{//Spawns projectile next to caller and move it with speed
//vName: Model name of entity to be spawned in
//fX: X location adjustment
//fY: Y location adjustment
//fZ: Z location adjustment
//Vx: X speed
//Vy: Y speed
//Vz: Z speed
void self = getlocalvar("self"); //Get calling entity
int Direction = getentityproperty(self, "direction");
void vSpawn; //Spawn object.
vSpawn = spawn01(vName, fX, fY, fZ); //Spawn in projectile
if (Direction == 0){ //Is entity facing left?
Vx = -Vx; //Reverse Vx direction to match facing
}
changeentityproperty(vSpawn, "velocity", Vx, Vz, Vy);
return vSpawn;
int time = openborvariant("elapsed_time");// get time
if ( time % 300 == 0 int time = openborvariant("elapsed_time");// get time )
{killentity vName; // ????
}
}
On another note,
-So I am using shooter2 to launch missiles in a bunch of directions, adding the follow1 animation to disappear when they hit, or after 0.25 seconds, whichever comes first.
-Next, if the missile did not 'hit', at the 0.25 second mark I will us the generic 'shoot' command to relaunch the missile, at the same coordinates it disappears, with 'chase' property.
-Therefore, it should look like I'm shooting a bunch of missiles, which after a short delay, acquire and zoom at targets.
-I think shooting the missiles out in different directions will help prevent them from all going after the same target.
Caveats:
1. How to determine whether or not to spawn chase missile based on if original missile 'hit'?
2. Chase missiles don't chase on the Y axis, which results in them flipping back and forth under/over some enemies.
3. Any other way to prevent the missiles from all acquiring the same target if other targets are present?
4. Effective way to end or remove Missile after set amount of time, since using shooter2 command doesn't use the missiles' lifespan properties?
What do you guys think?
My current script fails to load. Shooter2 works, but the items do not despawn so I added the get elapsed time section, and now it crashes:
void shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
{//Spawns projectile next to caller and move it with speed
//vName: Model name of entity to be spawned in
//fX: X location adjustment
//fY: Y location adjustment
//fZ: Z location adjustment
//Vx: X speed
//Vy: Y speed
//Vz: Z speed
void self = getlocalvar("self"); //Get calling entity
int Direction = getentityproperty(self, "direction");
void vSpawn; //Spawn object.
vSpawn = spawn01(vName, fX, fY, fZ); //Spawn in projectile
if (Direction == 0){ //Is entity facing left?
Vx = -Vx; //Reverse Vx direction to match facing
}
changeentityproperty(vSpawn, "velocity", Vx, Vz, Vy);
return vSpawn;
int time = openborvariant("elapsed_time");// get time
if ( time % 300 == 0 int time = openborvariant("elapsed_time");// get time )
{killentity vName; // ????
}
}