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@name holoHeliVorlage @persist [E O HoloMainEnt TargetEnt Projectile]:entity [HoloMainEntPos AimPos]:vector @persist H:table @persist Switch Flex_VertValue StopMe @persist Speed UpSpeed MaxSpeed UpMaxSpeed if(first() | duped()) { runOnTick(1) runOnLast(1) runOnChat(1) E = entity() O = owner() MaxSpeed = 50 UpMaxSpeed = 2 HoloMainEnt = holoCreate(1, E:toWorld(vec(0,0,150))) holoScaleUnits(1, vec(5,5,5)) holoModel(1, "models/gunship.mdl") holoAnim(1, "prop_turn") HoloMainEnt:soundPlay("engine", 0, "/npc/combine_gunship/engine_whine_loop1.wav") soundVolume("engine", 1) function entity:targetEnt(FuncTarget:entity) { Idx = holoIndex(This) DirectionAng = (FuncTarget:pos() - This:pos()):toAngle() SAng = This:angles() SAng += angnorm(DirectionAng - SAng)*0.05 print(4, ""+SAng:yaw()) holoAng(Idx, SAng) } function entity:attackEnt(FuncTarget:entity) { if(FuncTarget) { #Nachher code mit schiessen Distance = This:pos():distance(FuncTarget:pos()) if(FuncTarget:isPlayer()) { Direction = (FuncTarget:boxCenterW() - This:pos()) } else { Direction = (FuncTarget:boxCenterW() - This:pos()) } DirectionAng = Direction:toAngle() Ranger = rangerOffset(Distance-300, This:pos() + vec(0,0,20), Direction) if(!Ranger:hit()) { HoloMainEnt:soundPlay("shoot", 0.1, "/weapons/airboat/airboat_gun_energy2.wav") soundPitch("shoot", 150) Idx = holoIndex(This) holoPos(Idx, This:pos() + -This:right()*3) if(Projectile) { if(clk("shootdelay")) { Rdy = 1 } } else { Rdy = 1 } if(Rdy) { if(!Projectile) { propSpawnEffect(0) Projectile = propSpawn("models/hunter/plates/plate.mdl", This:pos(), DirectionAng, 0) Projectile:setAlpha(0) Projectile:setMass(10) } else { Projectile:removeTrails() Projectile:setPos(This:pos()) Projectile:setAng(DirectionAng) Projectile:setTrails(50,50,0.01,"trails/laser",vec(155,155,0),120) } Projectile:applyForce(Direction*Projectile:mass()*100000) } timer("shootdelay", 200) } } else { Projectile:propDelete() } } function entity:stopAttack() { soundStop("shoot") } function entity:stop() { TargetEnt = noentity() AimPos = vec() } function entity:rotateGerade() { Idx = holoIndex(This) SAng = This:angles() SAng += angnorm(This:angles():setPitch(0):setRoll(0) - SAng)*0.05 holoAng(Idx, SAng) } function number entity:stopAnything() { Idx = holoIndex(This) Speed -= clamp(Speed, -0.01, 0.01) Forward = This:forward()*Speed UpSpeed -= clamp(UpSpeed, -0.01, 0.01) holoPos(Idx, This:pos() + Forward + vec(0,0,UpSpeed)) AimPos = vec() TargetEnt = noentity() if(Speed == 0 & UpSpeed == 0) { return 1 } return 0 } function number entity:stopMove() { Idx = holoIndex(This) Speed -= clamp(Speed, -0.1, 0.1) Forward = This:forward()*Speed UpSpeed -= clamp(UpSpeed, -0.1, 0.1) holoPos(Idx, This:pos() + Forward + vec(0,0,UpSpeed)) if(Speed == 0 & UpSpeed == 0) { return 1 } return 0 } function number entity:moveToPos(FuncPos:vector, FuncTopdistance,FuncStopdistance) { FuncPos += vec(0,0,FuncTopdistance) Distance = This:pos():distance(FuncPos) DistanceZ = This:pos():setX(0):setY(0):distance(FuncPos:setX(0):setY(0)) if(Distance < FuncStopdistance) { return 0 } Idx = holoIndex(This) Speed = clamp(Speed + 0.1, 0, MaxSpeed) TrueSpeed = clamp((Distance+100)/100, 0.01, Speed) Forward = This:forward()*clamp((Distance+100)/100, 0.01, Speed) if(Speed != TrueSpeed) { Speed = TrueSpeed } Diff = This:pos():z() - FuncPos:z() if(Diff > 0) { UpSpeed = clamp(UpSpeed - 0.05, -UpMaxSpeed, UpMaxSpeed) } elseif(Diff < 0 ) { UpSpeed = clamp(UpSpeed + 0.05, -UpMaxSpeed, UpMaxSpeed) } Up = This:up()*UpSpeed holoPos(Idx, This:pos() + Forward + vec(0,0,UpSpeed)) DirectionVec = (FuncPos) - This:pos() DirectionAng = DirectionVec:toAngle() SAng = This:angles() SAng += angnorm(DirectionAng - SAng)*clamp(10/Distance,0.01,1) holoAng(Idx, SAng) return 1 } } if(!Switch) { Flex_VertValue += 0.1 if(Flex_VertValue > 5) { Switch = !Switch } } else { Flex_VertValue -= 0.1 if(Flex_VertValue < -5) { Switch = !Switch } } holoSetPose(1, "flex_vert", Flex_VertValue) AnimationForwardBackVector = HoloMainEnt:forward()*Flex_VertValue/100 AnimationUpDownVector = HoloMainEnt:up()*Flex_VertValue/100 holoPos(1, HoloMainEnt:pos() + AnimationForwardBackVector + -AnimationUpDownVector) if(changed(HoloMainEnt:pos())) { HoloMainEntPos = HoloMainEnt:pos() Length = +abs(round($HoloMainEntPos:length(),2)) soundPitch("engine", 75+Length) } #Commands if(changed(O:keyAttack1()) & O:keyAttack1() & O:weapon():type() == "weapon_crowbar") { HoloMainEnt:stop() findIncludeClass("prop*") findIncludeClass("npc*") findIncludeClass("player") findInCone(O:shootPos(), O:eye(), 5000, 10) TargetEnt = find() StopMe = 0} if(changed(O:keyAttack2()) & O:keyAttack2() & O:weapon():type() == "weapon_crowbar") { HoloMainEnt:stop() findIncludeClass("prop*") findIncludeClass("npc*") findIncludeClass("player") findInCone(O:shootPos(), O:eye(), 5000, 10) TargetFollowEnt = find() if(!TargetEnt) { AimPos = O:aimPos() } StopMe = 0} if(changed(O:keyReload()) & O:keyReload() & O:weapon():type() == "weapon_crowbar") { StopMe = 1 } if(StopMe == 1) { Result = HoloMainEnt:stopAnything() if(Result) { StopMe = 0 } } else { if(StopMe == 2) { Result = HoloMainEnt:stopMove() if(Result) { StopMe = 0 } } #Commands execute if(TargetEnt) { HoloMainEnt:targetEnt(TargetEnt) if(!HoloMainEnt:moveToPos(TargetEnt:pos(), 500,1500)) { HoloMainEnt:attackEnt(TargetEnt) StopMe = 2 } else { StopMe = 0 } } else { if(Projectile) { Projectile:propDelete() } } if(AimPos) { if(!HoloMainEnt:moveToPos(AimPos, 150,100)) { StopMe = 1 } } } HoloMainEnt:rotateGerade() E:setText(""+Speed + " " + UpSpeed) if(chatClk(O)) { } |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »MaZy« (27.12.2011, 19:14)
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