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xisailuo
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Регистрация: Авг. 2004

Всего: 19 сообщений

I give npc some weapon ,butI I can not use ANIM_take_out & ANIM_fire_single ,it seems no effect.Can you teach me how to use it or give me some examples?

Отправлено: 19:54 - 18 Авг., 2004
Perceptron
Модератор

Откуда: Ivanovo
Регистрация: Май 2003

Всего: 502 сообщения

Do you give him weapon in mapper or by scripts?
What kind of NPC is this? I mean his(her) appearance.
And show me your script, please.

-----
Into The New Year - With A New Vision!
Документация по скриптам, туториал по скриптам, вопросы по скриптам, FAQ по моддингу, "Утилиты", fallmods-tutor.

Отправлено: 1:48 - 19 Авг., 2004
xisailuo
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Регистрация: Авг. 2004

Всего: 19 сообщений

#define NAME                    SCRIPT_TEST
variable Only_Once:=0;



#define NPC_REACTION_TYPE       REACTION_C

#include "..\headers\define.h"

#include "..\headers\command.h"





procedure start;
procedure talk_p_proc;  

procedure Node001;
procedure old_pickup_p_proc;

#define G1_TILE 20104
variable g1;


procedure start begin
   display_msg ("word"; //display_msg()
     

end

procedure old_pickup_p_proc begin
end


procedure talk_p_proc begin  
if (Only_Once !=1)then begin
 start_gdialog(NAME,self_obj,4,-1,-1);
 
      gSay_Start;
          call Node001;
         
      gSay_End;
      end_dialogue;
     only_once:=1;
      end
     
     


 
else
begin
     
float_msg(self_obj , "yayaya" , FLOAT_COLOR_NORMAL);
end
end


procedure node001 begin
Reply(mstr(101));
end

procedure critter_p_proc begin
g1 := create_object(PID_SHI_GUARD, G1_TILE, 0);
     reg_anim_clear(self_obj);
 reg_anim_begin();
reg_anim_animate(g1,ANIM_fire_continuous   ,-1);
reg_anim_end();
end
--------------------------------------
that is my ssl,it can creat a npc at  20104,but my npc cannot fire him

(Edited by xisailuo at 17:09 - 19 Aug., 2004)

Отправлено: 16:26 - 19 Авг., 2004
izuk3n
Deleted

Регистрация: N/A

Всего: N/A сообщений

try using anim_busy......

Отправлено: 17:36 - 19 Авг., 2004
xisailuo
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Регистрация: Авг. 2004

Всего: 19 сообщений

procedure critter_p_proc begin
g1 := create_object(PID_SHI_GUARD, G1_TILE, 0);
if anim_busy(self_obj)==false then
begin
     reg_anim_clear(self_obj);
 reg_anim_begin();
reg_anim_animate(g1,ANIM_fire_continuous   ,-1);
reg_anim_end();
end
end
--------------------------------------------------------
it seems no use

Отправлено: 18:41 - 19 Авг., 2004
xisailuo
Пользователь

Регистрация: Авг. 2004

Всего: 19 сообщений

I load the map which  Frank Horrigan and the farmers in the desert for the first time,but it does not run when I press F8,and In this mapper I cannot fight ,such as be attacked by the evil plant in ARROY, are there some bugs in this mapper? how can I run it

Отправлено: 18:33 - 20 Авг., 2004
Perceptron
Модератор

Откуда: Ivanovo
Регистрация: Май 2003

Всего: 502 сообщения

First, why you use create_object() in critter_p_proc procedure? This procedure is called few times in second. So you create Shi Guard few times in single second. Why? Do you really need so many Shi Guards?

Second, you didn't give him any weapon. Without weapon animation is unable to be played. Keep in mind that you may give this type of critter (Shi Guard) only knife, pistol, SMG, rifle or big gun (no machine-gun, no bazooka) because it hasn't animations with other weapons.

Use this function to give him weapon:
void wield_obj_critter(ObjectPtr who, ObjectPtr obj);

>but it does not run when I press F8,and In this mapper I cannot fight

As far as I know, in BIS mapper scipts and combat doesn't work (when you press "F8").

-----
Into The New Year - With A New Vision!
Документация по скриптам, туториал по скриптам, вопросы по скриптам, FAQ по моддингу, "Утилиты", fallmods-tutor.

Отправлено: 1:19 - 21 Авг., 2004
xisailuo
Пользователь

Регистрация: Авг. 2004

Всего: 19 сообщений

o test your scripts properly in the editor, edit the mapper2.cfg file and alter the line that reads

run_mapper_as_game=0

to

run_mapper_as_game=1

the mapper then runs like the game when you enter the game mode..
critters attack, lighting works right etc....

Отправлено: 16:32 - 21 Авг., 2004
xisailuo
Пользователь

Регистрация: Авг. 2004

Всего: 19 сообщений

thank you , I accomplish it. I have made a big big mistake in comprehending scripts,now I correct my mistake


#include "..\headers\define.h"


#define NAME                    SCRIPT_ECBDYGRD


#include "..\headers\command.h"
#include "..\headers\ModReact.h"


procedure start;
procedure doSequence;


procedure start BEGIN
 call doSequence;
end

procedure doSequence begin
  variable sound;
 
     reg_anim_clear(self_obj);
     
     reg_anim_begin();
     reg_anim_animate(self_obj,ANIM_fire_burst , -1);
     reg_anim_play_sfx(self_obj, sound, 0);
     reg_anim_end();

end

first . Add to Inventory
[img]http://www.zzezz.com/bbs/discuz!/attachments/daPF_scr00000.gif[/img]

second. View Inventory list
[img]http://www.zzezz.com/bbs/discuz!/attachments/no00_scr00002.gif[/img]

third .  run scripts
[img]http://www.zzezz.com/bbs/discuz!/attachments/oFDs_scr00001.gif[/img]

Отправлено: 19:52 - 21 Авг., 2004
 

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