Script - Scripted Flak: Difference between revisions
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==Table Entry== | ==Table Entry== | ||
<pre># | '''flak-sct.tbm''' | ||
<pre>#Conditional Hooks | |||
$ | $State: GS_STATE_GAME_PLAY | ||
$On Frame: | |||
[ | [ | ||
floatMissionTime = mn.getMissionTime() | |||
if floatMissionTime ~= nil then | |||
floatFrameTime = ba.getFrametime(true) | |||
if textureFlak == nil then | |||
--Define the graphics file used for the flak - in this example file used is 'lglow3.dds' | |||
textureFlak = gr.loadTexture("lglow3") | |||
vectorNull = ba.createVector(0,0,0) | |||
end | |||
--Iterate through all the weapons | |||
for j=1,#mn.Weapons do | |||
objectWeapon = mn.Weapons[j] | |||
--If weapon type is the one within "s then... | |||
stringWeaponType = objectWeapon.Class.Name | |||
if stringWeaponType == "Flak Energy" then | |||
--Create particle effect where the weapon is ATM | |||
--One can always increase the 'frametime' to frametime x 4 etc if needed. | |||
ts.createParticle(vectorNull,vectorNull,floatFrameTime,2.0,PARTICLE_BITMAP,-1,false,textureFlak,objectWeapon) | |||
end | |||
end | end | ||
end | end | ||
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] | ] | ||
#End</pre> | #End | ||
</pre> | |||
==Notes== | ==Notes== | ||
Revision as of 11:21, 5 October 2007
Function
Creates particles that are closely attached to certain weapon effects - in this case to flak weapons. This ought to fix the potential problem of missing or double glowpoints appearing with normal particle spew (pspew) option.
Table Entry
flak-sct.tbm
#Conditional Hooks
$State: GS_STATE_GAME_PLAY
$On Frame:
[
floatMissionTime = mn.getMissionTime()
if floatMissionTime ~= nil then
floatFrameTime = ba.getFrametime(true)
if textureFlak == nil then
--Define the graphics file used for the flak - in this example file used is 'lglow3.dds'
textureFlak = gr.loadTexture("lglow3")
vectorNull = ba.createVector(0,0,0)
end
--Iterate through all the weapons
for j=1,#mn.Weapons do
objectWeapon = mn.Weapons[j]
--If weapon type is the one within "s then...
stringWeaponType = objectWeapon.Class.Name
if stringWeaponType == "Flak Energy" then
--Create particle effect where the weapon is ATM
--One can always increase the 'frametime' to frametime x 4 etc if needed.
ts.createParticle(vectorNull,vectorNull,floatFrameTime,2.0,PARTICLE_BITMAP,-1,false,textureFlak,objectWeapon)
end
end
end
]
#End
Notes
Requires that the flak weapons are stripped of their respective particle spew settings. That is weapon flag "particle spew" and also all the lines from $Pspew: to +Bitmap: should be removed.