Difference between revisions of "Script - Death Flash"
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− | + | Creates a bright flash after ship is destroyed. Sort of similar to the one seen in Wing Commander. | |
− | Creates a bright flash after ship is destroyed. Sort of similar to the one seen in Wing | ||
==Table Entry== | ==Table Entry== |
Latest revision as of 19:25, 18 April 2010
Creates a bright flash after ship is destroyed. Sort of similar to the one seen in Wing Commander.
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.