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SAM site


yair1221
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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

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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

 

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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..

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