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ForumsCog Forum → Do imperials pack C4?
Do imperials pack C4?
2004-10-18, 11:07 AM #1
Hi!
Why is it that one of the impts explode when damaged? The impt's template is a plain old Imperial Officer, no additives...
Code:
# And so it begins
# Intro to TNT3
#
# By Edward
symbols

message		startup
message		damaged
message		activated
message		killed
message		touched
message		pulse

thing		camprev
thing		camabove
thing		shuttlecam
thing		shipscorner

thing		escortship1	mask=0xC8
thing		escortship2	mask=0xC8
thing		shuttle
thing		shipfire

thing		upcam
thing		landshuttle
thing		landcrow

thing		playergoto
thing		elev

thing		imp1
thing		imp2
thing		imp3

thing		impt1	local
thing		impt2	local
thing		impt3	local

keyframe	shuttlego

template	bullet
template	escortboom

template	imperial1
template	imperial2
template	imperial3

surface		floor

surface		skipper0	linkid=3
surface		skipper1	linkid=3
surface		skipper2	linkid=3
surface		skipper3	linkid=3
surface		skipper4	linkid=3
surface		skipper5	linkid=3

sound		intro
sound		woosh
sound		shuttlesnd
sound		bulletsnd
sound		boom1
sound		beep
sound		tada
sound		liftoff

flex		i		local
int		animid		local
int		ch1=1		local
vector		lv		local
vector		lvr		local
flex		z		local
int		skipping=0	local
int		impkill=0	local

end
#
code
startup:
	SetActorFlags(GetLocalPlayerThing(),0x840000);
	SetCameraFocus(0,camprev);
	SetCameraFocus(1,camprev);
	SetCurrentCamera(0);
	if(skipping==0) sleep(1);
	ThingLight(camprev,3,1);
	if(skipping==0) sleep(4);
	ThingLight(camprev,0,1);
	if(skipping==0) sleep(1);
	SetCameraFocus(0,camabove);
	SetCameraFocus(1,camabove);
	ThingLight(camabove,25,5);
	if(skipping==0) sleep(1);
	if(skipping==0) PlaySoundLocal(intro,1,0,0x0);
	MoveToFrame(camabove,1,2);
	animid=SlideWall(floor,'0 -1 0',.2);
	if(skipping==0) WaitForStop(camabove);
	if(skipping==0) PlaySoundLocal(woosh,1,0,0x0);
	for(i=2;i<32;i=i+1)
	{
		StopAnim(animid);	
		MoveToFrame(camabove,2,i);
		animid=SlideWall(floor,'0 -1 0',i/10);
		if(skipping==0) sleep(.1);
	}
	if(skipping==0) WaitForStop(camabove);
	StopAnim(animid);
	SetCameraFocus(0,shuttlecam);
	SetCameraFocus(1,shuttlecam);
	if(skipping==0) ch1=PlaySoundLocal(shuttlesnd,1,0,0x1);
	if(skipping==0) sleep(1);
	Print("Kyle: Fire at will!");
	if(skipping==0) sleep(1);
	lv=VectorSub(GetThingPos(shipfire),GetThingPos(escortship1));
	lvr=VectorSet(-VectorX(lv),-VectorY(lv),-VectorZ(lv));
	SetThingLook(shipfire,lvr);
	SetCameraFocus(1,escortship1);
	FireProjectile(shipfire,bullet,bulletsnd,-1,'0 0 0','0 0 0',0,0,0,0);
	if(skipping==0) sleep(.5);
	lv=VectorSub(GetThingPos(shipfire),GetThingPos(escortship2));
	lvr=VectorSet(-VectorX(lv),-VectorY(lv),-VectorZ(lv));
	SetThingLook(shipfire,lvr);
	SetCameraFocus(1,escortship2);
	FireProjectile(shipfire,bullet,bulletsnd,-1,'0 0 0','0 0 0',0,0,0,0);
	if(skipping==0) sleep(2);
	print("Jan: Got them!");
	if(skipping==0) sleep(1);
	if(skipping==0) PlaySoundLocal(beep,1,0,0x0);
	print("Kyle: Attention Imperial shuttle!");
	if(skipping==0) sleep(2);
	if(skipping==0) PlaySoundLocal(beep,1,0,0x0);
	print("Kyle: Attention Imperial shuttle!");
	if(skipping==0) sleep(3);
	print("Kyle: Give up your ship!");
	if(skipping==0) sleep(3);
	print("Kyle: Continue towards the planet Abridon.");
	if(skipping==0) sleep(3);
	print("Kyle: We will land and you give us your ship.");
	if(skipping==0) sleep(3);
	print("Kyle: If you do this you will keep your lives.");
	if(skipping==0) sleep(2);
	print("IS: Awe, must we?");
	if(skipping==0) sleep(2);
	ChangeSoundVol(ch1,0,.1);
	ChangeSoundPitch(ch1,2,.1);
	SetCameraFocus(0,shipscorner);
	SetCamerafocus(1,shipfire);
	MoveToFrame(playergoto,1,100);
	SetPulse(0.01);
	if(skipping==0) sleep(1);
	ChangeSoundVol(ch1,1,5);
	MoveToFrame(shipfire,1,75);
	MoveToFrame(shuttle,1,75);
	if(skipping==0) sleep(3);
	ChangeSoundPitch(ch1,.75,1);
	ChangeSoundVol(ch1,0,5);
	if(skipping==0) WaitForStop(shuttle);
	ChangeSoundPitch(ch1,1,0.1);
	SetCameraFocus(0,upcam);
	SetCameraFocus(1,playergoto);
	MoveToFrame(landcrow,1,10);
	ChangeSoundVol(ch1,1,0.1);
	z=1;
	MoveToFrame(playergoto,0,1);
	if(skipping==0)
	{
		for(i=10; i>0; i=i-.1)
		{
			MoveToFrame(landshuttle,1,i);
			ChangeSoundPitch(ch1,i/10,0.1);
			sleep(0.1);
		}
	}
	else
	{
		MoveToFrame(landshuttle,1,100);
	}
	if(skipping==0) WaitForStop(landshuttle);
	StopSound(ch1,1);
	SetPulse(0);
	if(skipping==0) sleep(1);
	TeleportThing(GetLocalPlayerThing(),playergoto);
	impt1=CreateThing(imperial1,imp1);
	impt2=CreateThing(imperial2,imp2);
	impt3=CreateThing(imperial3,imp3);
	CaptureThing(impt1);
	CaptureThing(impt2);
	CaptureThing(impt3);
	AutoSaveGame();
	SetCameraFocus(0,GetLocalPlayerThing());
	SetCameraFocus(1,GetLocalPlayerThing());
	ClearActorFlags(GetLocalPlayerThing(),0x840000);
	MoveToFrame(elev,1,4);
	MoveToFrame(playergoto,1,100);
	SelectWeapon(player, AutoSelectWeapon(player, 1));
return;
damaged:
	if(GetSenderRef()==escortship1)
	{
		SetCameraFocus(1,shipfire);
		CreateThing(escortboom,escortship1);
		if(skipping==0) PlaySoundLocal(boom1,1,0,0x0);
		DestroyThing(escortship1);
	}
	else if(GetSenderRef()==escortship2)
	{
		SetCameraFocus(1,shipfire);
		CreateThing(escortboom,escortship2);
		if(skipping==0) PlaySoundLocal(boom1,1,0,0x0);
		DestroyThing(escortship2);
	}
return;
activated:
	if(GetSenderID()!=3) return;
	if(skipping!=0) return;
	skipping=1;
	print(">>>>SKIPPING>>>>");
return;
killed:
	if((GetSenderRef()==impt1) || (GetSenderRef()==impt2) || (GetSenderRef()==impt3))
	{
		impkill=impkill+1;
	}
	if(impkill==3)
	{
		print("Mission Objective Completed");
		PlaySoundLocal(tada,1,0,0x0);
	}
return;
touched:
	if(GetSenderRef()!=landshuttle) return;
	if(impkill!=3) return;
	TeleportThing(GetLocalPlayerThing(),camprev);
	SetActorFlags(GetLocalPlayerThing(),0x840000);
	SetCameraFocus(0,upcam);
	SetPulse(0.01);
	sleep(1);
	PlayKey(landshuttle,shuttlego,1,0x4);
	PlaySoundLocal(liftoff,1,0,0x0);
	sleep(GetKeyLen(shuttlego));
	JKEndLevel(1);
return;
pulse:
	lv=VectorSub(GetThingPos(playergoto),GetThingPos(landshuttle));
	lvr=VectorSet(-VectorX(lv),-VectorY(lv),-VectorZ(lv));
	SetThingLook(playergoto,lvr);
return;
end


/Edward
Edward's Cognative Hazards
2004-10-19, 5:19 PM #2
Off the top of my head? You have the code referring to an undeclared variable.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2004-10-20, 10:15 AM #3
What? Where?
Edward's Cognative Hazards
2004-10-20, 10:56 AM #4
you could try adding this to the top of the damaged message
Code:
	if(GetSenderRef() == impt1 || GetSenderRef() == impt2 || GetSenderRef() == impt3)
		{
		ReturnEx(GetParam(0));
		return;
		}

im not sure if it will fix it though
Famous last words - "It seemed like a good idea at the time."
2004-10-20, 1:47 PM #5
Fixed! YES! Thank you.

__________________
I am Edward! He who knows some good secrets... Most are only in theory and sitting in my mind, collecting dust, rotting... BLAST! Get those ideas onto the Hard Disk, will you, Edward?
"Sure sure... In the fullness of time..."
AAARRRGH!
Edward's Cognative Hazards

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