Difference between revisions of "Script - Death Flash"
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Revision as of 17:51, 13 August 2006
Function
Creates a bright flash after ship is destroyed. Sort of similar to the one seen in Wing Commanders.
Table Entry
#Global Hooks
$HUD:
[
-- MISSION INIT
missiontime = mn.getMissionTime()
if missiontime < 5 then
shipdet = {}
if flashani == nil then
flashani = gr.loadTexture("Btest",true)
end
end
for i=1,mn.getNumShips() do
ship = mn.getShipByIndex(i)
shiphp = ship.HitpointsLeft
shipname = ship.Name
shipclass = ship.Class.Type.Name
if shiphp < 1 and shipdet[shipname] == nil and missiontime > 5 then
if shipclass == "Fighter" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),100,"bitmap",-1,false,flashani)
end
if shipclass == "Bomber" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),200,"bitmap",-1,false,flashani)
end
if shipclass == "Freighter" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),1500,"bitmap",-1,false,flashani)
end
if shipclass == "Cruiser" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),2500,"bitmap",-1,false,flashani)
end
if shipclass == "Corvette" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),4000,"bitmap",-1,false,flashani)
end
if shipclass == "Capital" then
ts.createParticle(ship.Position,ship.Velocity,ba.getFrametime(),10000,"bitmap",-1,false,flashani)
end
--ADD MORE OR REMOVE SHIPTYPES AS NEEDED
--Numerical value is the effect radius in metres.
shipdet[shipname] = 1
end
end
]
#End
Notes
Requires an additional effect to be downloaded (courtesy of DaBrain). Download link to Filefront. The effect needs to be placed to data/effects directory.