Difference between revisions of "Script - Scripted Flak"
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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.