Hi!
Why is it that one of the impts explode when damaged? The impt's template is a plain old Imperial Officer, no additives...
/Edward
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