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Posted: Thu Nov 10, 2005 10:31 am
by Fooli
I'm trying to set one up to test it for a catapult, and to be honest I'm struggling:

- looking at the docs (such as they are) I'm not sure that auto-turrets can deal with lobbed projectiles very well
- I can't get an auto-turret to play its fire anim when firing
- I'm not convinced that the bdat setting for auto-turret defence trigger (which tells the building which weapon to fire) is linked properly to the gamescript.mts file that holds the weapon details
- and I can't get weapons working at all for vehicles on my unregistered world, so I can't test it that way either

Apart from that everything's great :p

(I'll keep playing and let you know)
f

Posted: Thu Nov 10, 2005 4:54 pm
by NooB
ok thx fir the effort :D

Posted: Fri Nov 11, 2005 8:23 am
by Fooli
Ok, try something like this for starters:

Weapon 1
{ #rock
Fire=Basic
Control=Javelin
damage=50
graphic=1
speed=2000
param=2000
delay=5000
pitch=45
object=ExpProjectile
anim=AnimFire
}


quick explanation of the important things here:

Weapon 1 - obviously can be any number
{ #rock - and called whatever u like :]
Fire=Basic - which means it'll fire where you're looking
Control=Javelin - this is the "strength bar" firing method, which would suit a catapult I think
damage=50 - whatever you like
graphic=1 - whatever you like
speed=2000 - the speed the projectile emerges at. Needs playing with
param=2000 - the time it takes for the strength bar to reach full strength
delay=5000 - the delay between shots
pitch=45 - the angle at which the shot emerges
object=ExpProjectile - type of projectile. Normal "projectile" doesn't work at the moment, and exploding projectile is closest
anim=AnimFire - it sorta works


So: i've got a catapult working as a vehicle. It does play its firing animation but the trigger that links the release of the weapon to a specific animation frame seems to be broken. It's almost impossible to work out where the missiles are going to land. But it's quite fun ;)

Notes for dev team (I'll add these to the bug tracking system):

- if fire=lob, the animations stop playing
- if object=projectile, the projectile model doesn't display
- trigger frames may be broken entirely, or just broken on turret animations
- turret animations on auto-turrets don't play

f

Posted: Wed Nov 16, 2005 2:41 pm
by NooB
ok i got a problem i cansee that the weopon script deos work but i can not find away to get it onto system at least not in .mts format ... any help ?

Posted: Wed Nov 16, 2005 3:32 pm
by Fooli
er... in English, pls? :]

GameScript.mts should live in your world's /data folder. Create and edit it with notepad - it's just a text file.

f

Posted: Wed Nov 16, 2005 7:40 pm
by NooB
umm ive tryed that this isnt working can some1 gimme like a step by step guide how to set up and assighn weopon scripts...

NooB

Posted: Mon Nov 21, 2005 8:38 pm
by NooB
Well i cans see im getting a lot of help here...

Posted: Tue Nov 22, 2005 12:43 am
by Fooli
Well, you need to be a lot more descriptive when you're posting about a problem... what happens, nothing? Something? No weapons? Some weapons? No error messages? Have you tried the .debugweap 1 command?

- Make sure world settings -> Fighting is set to 1
- Make sure world settings -> weapon selection mode is set to 0
- Make sure you definitely have a file called GameScript.mts in your world's data folder (not your client)
- Make sure you're using the settings I suggested, which ought to do something at least
- Make sure you the vehicle you're testing actually has the right weapon assigned in its vehicle settings
- Make sure you provide a lot more information before complaining :)

See if that helps, and post with more info if not.

f

Posted: Tue Nov 22, 2005 8:21 pm
by NooB
-.- totaly wrong fooli :P

What i want to no is how to SET UP a weopon script so it is usable and then how to makeit useable..... Ive read this and it seems to make sense

Posted: Tue Nov 22, 2005 8:42 pm
by Fooli
Wow. It's almost like it'd be great if there was some kind of repository of knowledge you could go to to find out what to do. Oh hang on, there is.

http://theuniversal.net/squish/index.ph ... 7&keyword=

Read the knowledgebase.
f

Posted: Tue Nov 22, 2005 9:57 pm
by zaroba
just do everything fooli said in his big post in a step by step fashion :P

Posted: Fri Dec 09, 2005 2:41 pm
by NooB
hm ok moving on from my failed Weopon script days..im experimenting with making my models preyyt much playing around but i dont no how to convert em into atm. form any1 helps me out ?

NooB

Posted: Fri Dec 09, 2005 2:43 pm
by Fooli
With the Model Converter:

http://theuniversal.net/artsection.php


f

Posted: Fri Dec 09, 2005 8:04 pm
by NooB
suck a smart arse aint ya :P