Beacon creates objects [message #283061] |
Fri, 07 September 2007 22:19 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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On L4BORATORY@hotmail.com (W4RNING'S server) he has it so when you type in something, a bot creates an object in front of you. I'm trying to replicate this with DAK_Vehicle_Regen and TFX_Replace_When_Repaired on a beacon. The only problem is that i can only align the objects along the Z axis (drop height option for the script). How can i modify its position relative to where it was dropped on the x & y axis'?
This is for a PKG.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Fri, 07 September 2007 22:20] Report message to a moderator
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Re: Beacon creates objects [message #283063 is a reply to message #283061] |
Fri, 07 September 2007 22:29 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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But what scripts?
A long times ago is before a new scripts release.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Beacon creates objects [message #283219 is a reply to message #283061] |
Sat, 08 September 2007 21:50 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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I know he does it by coords of player in C++ (i talked that out of him) but i want to know if its possible with no server-siding (or C+ as i know nothing about it except Meteor 2's version) to create an object when the player uses a nuke or something similar.
BlueThen, did you create Virtual Legos?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Beacon creates objects [message #283420 is a reply to message #283061] |
Mon, 10 September 2007 08:28 |
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AoBfrost
Messages: 1248 Registered: March 2007
Karma: 0
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General (1 Star) |
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Write the script when it hears the command "!command" (replace whatever you want after the !) Then make it look for the players location, and spawn a powerup/item infront of the player, you can also make it take money, but i forget how you do that.
Scrin wrote on Fri, 05 October 2007 12:19 | ''whoa im the photoshop''
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KANE LIVES!!!
[Updated on: Mon, 10 September 2007 08:28] Report message to a moderator
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Re: Beacon creates objects [message #283497 is a reply to message #283061] |
Mon, 10 September 2007 16:52 |
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wittebolx
Messages: 332 Registered: May 2007 Location: the netherlands
Karma: 0
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Recruit |
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this is a code im using with Lua V2.
if Message == "!purchase recon" then
if Purchase_Item(Get_GameObj(pID), 300) == 1 then
local pos = Get_Position(Get_GameObj(pID))
X = 10*math.cos(Get_Facing(Get_GameObj(pID))*(math.pi / 180))
Y = 10*math.sin(Get_Facing(Get_GameObj(pID))*(math.pi / 180))
local pos2 = Vector3(X+pos:GetX(), Y+pos:GetY(), pos:GetZ() + 5)
Create_Object("Nod_Recon_Bike_Player", pos2)
InputConsole("msg %s has bought a Recon Bike.", Get_Player_Name_By_ID(pID))
else
InputConsole("ppage %d You don't have enough money", pID)
end
end
you can change the preset to whatever you like.
http://www.wittebolx.com
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Re: Beacon creates objects [message #284277 is a reply to message #283061] |
Thu, 13 September 2007 23:57 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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I don't wont to use Lua, c++ or anything as its only for a test map for my vehicles and new ideas so i can make terrain for them to go on.
I don't even have a dedicated server setup for those plug ins! Though can you use XCC to merge them into a pkg/mix? Mind you id have to learn an entirely new Language on top of Meteor 2's version of c++, Action script and html just for one test map
EDIT: Bluethen, i was going to ask you how you made multiple objects, but i worked out you just needed to add Duplicates of the replace on repair script.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Fri, 14 September 2007 00:04] Report message to a moderator
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