Judy Brodie
Divinational Sweetie
Join date: 20 Apr 2004
Posts: 138
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06-12-2005 11:53
I'm having a hard time getting ahold of a lazer gun script for a jet fighter plane. anyone got any clue how I can pull this off?
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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06-13-2005 20:59
Most gun scripts can be written using the default "Pop Gun" newbie inventory item or the Archery Bow available by the Welcome Area. If you cannot find these, I have copies. The only thing different, really, is the object rezzed. The commands are the same. 
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Michael Psaltery
Registered User
Join date: 6 Jun 2004
Posts: 57
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06-15-2005 13:49
I created one using the script library example code.
The problems I saw with it were twofold: 1) It is so weak, the simplest shield easily outpowered it, so I found it more useful for effect than battle. 2) The gun code examples involve rezzing a projectile that imparts the damage on collision. For my laser cannon, I created a .05mx2m cylinder. That looks OK, but when I rotate my view from around the vehicle (using the mouse click to fire) I found that the orientation of the 'laser bolts' turned along with me, so at 90degrees to the vehicle, they were shooting out turned sideways. (still going the right direction, but pointed the wrong way).
I think for looks, it might be possible to combine an invisible 'bullet' to do the dirty work, and use a call to llParticleSystem to generate lasers that are more realistic.
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Zindorf Yossarian
Master of Disaster
Join date: 9 Mar 2004
Posts: 160
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06-16-2005 16:39
To get them oriented right, you have to get the gun's rotation, and use that in the llRezObject function. The power of a gun mostly depends on the bullet speed, and the scripts in the bullets, rather than the gun script. (Depending on the type of gun.)
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Badass Ninja Penguin: Killing stuff it doesn't like since sometime in May 2004.
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Michael Psaltery
Registered User
Join date: 6 Jun 2004
Posts: 57
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06-16-2005 23:18
From: Zindorf Yossarian To get them oriented right, you have to get the gun's rotation, and use that in the llRezObject function. The power of a gun mostly depends on the bullet speed, and the scripts in the bullets, rather than the gun script. (Depending on the type of gun.) Yeah, I was doing this... but the problem seems to be a bug, that it wasn't returning the vehicle's rotation, but instead it used the rotation of the CAMERA. In Mouselook, this would be fine. If I'm sitting in the vehicle & haven't changed camera angles, it's OK. There's only a problem when I'm sitting in the vehicle and use the camera controls to change my viewpoint (in order to watch the gun fire). Guess it's because vehicles are linked to you when you sit?
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Darrell Gumshoe
Registered User
Join date: 19 Jun 2005
Posts: 3
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how to make a gun
06-19-2005 16:31
how do u do that i had the game for 2 days and would like to know how to even use the scripts but mostly guns if u will reply ty.
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