yair1221 Posted December 6, 2010 Share Posted December 6, 2010 How do i create a SAM site WITHOUT creating an invisible actor, and making him shoot at the plane? i just want to create a SAM site, like in a69, and on the carrier Link to comment Share on other sites More sharing options...
ZAZ Posted December 6, 2010 Share Posted December 6, 2010 How do i create a SAM site WITHOUT creating an invisible actor, and making him shoot at the plane?i just want to create a SAM site, like in a69, and on the carrier the SAM site is execoded you can simulate it by spawning and rotating the objects 3884, samsite_SFXRF, samsite_SFXRF, 200, 0 3885, sambase_SFXRF, samsite_SFXRF, 200, 0 and throw a object with collisions check as projectile >read here< >and here< The collisionscheck works only with some objects like bball_col, DYN_WREKING_BALL, the pool balls and some more they must be listed in the object.dat If you want to make another object to get the collision so attach this object to bball_col, make the bball_col unvisible and use the bball_col for the collisionscheck Studie the missile script press Backspace to throw missile_07_SFXR and bball_col with collisionscheck {$CLEO .cs}:Missilethread 'MISSILE' :MISSILE_11wait 0 if Player.Defined($PLAYER_CHAR)jf @MISSILE_11 if 0AB0: key_pressed 8 jf @MISSILE_11 Model.Load(3065)Model.Load(3786):MISSILE_56wait 0 if and Model.Available(3065) Model.Available(3786)jf @MISSILE_56 [email protected] = Actor.Angle($PLAYER_ACTOR)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 1.0 -0.5 1.3 [email protected] = Object.Create(3065, [email protected], [email protected], [email protected])[email protected] += 270.0 Object.Angle([email protected]) = [email protected]: set_object [email protected] visibility 0 [email protected] = Object.Create(3786, 0.0, 0.0, 0.0)Object.Angle([email protected]) = [email protected]: object [email protected] set_scripted_collision_check 1 Object.CollisionDetection([email protected]) = True0906: set_object [email protected] mass_to 30000.0 // float 0908: set_object [email protected] turn_mass_to 30000.0 // float 069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 Object.CollisionDetection([email protected]) = [email protected] = Actor.Angle($PLAYER_ACTOR)0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground [email protected] = 80.1 02F6: [email protected] = cosine [email protected] // (float) 02F7: [email protected] = sine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) [email protected] *= -1.0 [email protected] += 1.0 Object.ToggleInMovingList([email protected]) = TrueObject.Throw([email protected], [email protected], [email protected], [email protected])[email protected] = 0 :MISSILE_376wait 0 if Player.Defined($PLAYER_CHAR)jf @MISSILE_376 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 1.0 size 0.5 last_factor 0.1 if or04DA: has_object [email protected] collided [email protected] > 7000 jf @MISSILE_376 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 5.0 0.0 0.0 020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -5.0 0.0 0.0 020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 5.0 0.0 020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 5 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 -5.0 0.0 020C: create_explosion_with_radius 3 at [email protected] [email protected] [email protected] 0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 5 Model.Destroy(3065)Model.Destroy(3786)095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 0.0 0.0 0.0 0.2 size 3.0 last_factor 0.1 0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 1 Object.Destroy([email protected])Object.Destroy([email protected])jump @MISSILE_11 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
yair1221 Posted December 6, 2010 Author Share Posted December 6, 2010 er...thanks, i guess i can simply create an actor with a heatseek... what i really meant was just to create SAMs like in the game, but, if its hardcoded, i can get back to the old way, invisible actor.. Link to comment Share on other sites More sharing options...
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