mihaid Posted July 29, 2017 Share Posted July 29, 2017 Hello, i need some help with the next issue: I have a flying machine, helycopter, and i want to launch a missile(obuz in my script), with physics to hit terrain. All working fine, but i cant figure this things: I want to respawn the missile(obuz) back on helycopter I want to make a big explosion hitting terrain. Emiter should be child of missile ???How to do that in collosion function and where?? I created a pivot child to helycopter, also the missile, created in Leadwerks, as child of pivot, not sure what kind of physics collision to set, prop, trigger,... I made a script combined from few others, such us respawnpoint, deadtrigger, collision function, but ....no more ideas....anybody can help??? here is the script, attached to my missile: Script.respawnPoint = "" -- entity "Respawn Point" Script.soundfile1=""--path "Sound 1" "Wac file (*.wav):wav|Sound" Script.soundfile2=""--path "Sound 2" "Wac file (*.wav):wav|Sound" Script.soundfile3=""--path "Sound 3" "Wac file (*.wav):wav|Sound" Script.soundfile4=""--path "Sound 4" "Wac file (*.wav):wav|Sound" Script.threshhold=2--float "Threshhold" Script.maxfrequency=300--minimum delay between sound plays Script.range=200--float "Range" Script.window = Window:GetCurrent() ImpactNoiseLastSoundTime=0-- This will be shared among all instances of this script and ensure we don't play too many sounds function Script:Start() self.sound={} for n=1,4 do local filepath = self["soundfile"..tostring(n)] if filepath~="" then local noise = Sound:Load(filepath) if noise~=nil then table.insert(self.sound,noise) --self.sound[#self.sound+1]=noise end end end end function Script:Collision(entity, position, normal, speed) if speed>self.threshhold then if #self.sound>0 then local collisiontype = entity:GetCollisionType() if collisiontype==Collision.Prop or collisiontype==Collision.Scene then local t = Time:GetCurrent() if t-ImpactNoiseLastSoundTime>self.maxfrequency then ImpactNoiseLastSoundTime=t local n=math.random(#self.sound) local noise = self.sound[n] self.entity:EmitSound(noise,self.range) --if (entity:GetKeyValue("name") == "obuz") then -- spawnPos = self.respawnPoint:GetPosition() -- entity:SetPosition (spawnPos) --end end end end end end function Script:UpdatePhysics() self.move = Vec3(0,0,0) if (self.window:KeyDown(Key.B)) then self.entity:SetMass(1) self.entity:SetParent(nil) self.entity:AddForce(0,0,200, false) end end Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 1, 2017 Share Posted August 1, 2017 You are pretty close actually. You create a new instance of an emitter and place it at the collision point. if (entity:GetKeyValue("name") == "obuz") then local explosion = Emitter:Create() explosion:SetPosition(position) end After that you can do the respawn of the rocket. Alternatively you can also just create a new instance of the rocket and simply destroy the rocket once it explodes. Quote Link to comment Share on other sites More sharing options...
Genebris Posted August 1, 2017 Share Posted August 1, 2017 There is already a projectile script in FPS project. And it should be faster to use Pick instead of collision. Quote Link to comment Share on other sites More sharing options...
mihaid Posted August 1, 2017 Author Share Posted August 1, 2017 Thank you all very much !! Quote Link to comment Share on other sites More sharing options...
mihaid Posted August 10, 2017 Author Share Posted August 10, 2017 I tried several times to make the respawn missile, NOT WORKING......here is the script: --import "Scripts/Functions/ReleaseTableObjects.lua" Script.respawnPoint = "" -- entity "Respawn Point" Script.soundfile1=""--path "Sound 1" "Wac file (*.wav):wav|Sound" Script.soundfile2=""--path "Sound 2" "Wac file (*.wav):wav|Sound" Script.soundfile3=""--path "Sound 3" "Wac file (*.wav):wav|Sound" Script.soundfile4=""--path "Sound 4" "Wac file (*.wav):wav|Sound" Script.threshhold=2--float "Threshhold" Script.maxfrequency=300--minimum delay between sound plays Script.range=200--float "Range" respawnPoint = nil Script.pivotobuz = nil --smoke = LoadMaterial("Materials/smoke.mat") Script.window = Window:GetCurrent() --Script.move = 0 --Script.entity = Vec3(0,0,0) obuzforce = 250 ImpactNoiseLastSoundTime=0-- This will be shared among all instances of this script and ensure we don't play too many sounds function Script:Start() --particle1 = Emitter:Create(30) --particle1:Paint(smoke) --particle1:SetRadius(0.5,0.5) self.sound={} for n=1,4 do local filepath = self["soundfile"..tostring(n)] if filepath~="" then local noise = Sound:Load(filepath) if noise~=nil then table.insert(self.sound,noise) --self.sound[#self.sound+1]=noise end end end end function Script:Collision(entity, position, normal, speed) if speed>self.threshhold then if #self.sound>0 then local collisiontype = entity:GetCollisionType() if collisiontype==Collision.Prop or collisiontype==Collision.Scene then local t = Time:GetCurrent() if t-ImpactNoiseLastSoundTime>self.maxfrequency then ImpactNoiseLastSoundTime=t local n=math.random(#self.sound) local noise = self.sound[n] self.entity:EmitSound(noise,self.range) --particle1:Play() --self.entity:SetPosition() end end end --self.entity:Release() -- create a missile and set location --Vec3 = GetPosition(pivotobuz, false) --local obuz = Prefab:Load("Prefabs/obuz.pfb") --obuz.script:Start() --obuz:SetPosition(pivotobuz:GetPosition(false)) --obuz.script:Enable() if (entity:GetKeyValue("name") == "obuz") then spawnPos = self.respawnPoint:GetPosition() entity:SetPosition (spawnPos) end self.entity:SetMass(0) end --spawnPoint = self.respawnPoint:GetPosition() -- self.entity:SetPosition (spawnPoint, false) -- self.entity:SetMass(0) --self.entity:SetParent(self.entity.respawnPoint) end function Script:UpdatePhysics() if (self.window:KeyDown(Key.Insert)) then obuzforce = obuzforce + 0.5 end if (self.window:KeyDown(Key.Delete)) then obuzforce = obuzforce - 0.5 end self.move = Vec3(0,0,0) if (self.window:KeyDown(Key.B)) then self.entity:SetMass(1) self.entity:SetParent(nil) self.entity:AddForce(0,0,obuzforce, false) end end function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetBlendMode(1) context:SetColor(10,66,110,1) context:DrawText("Power:", 10,840) context:DrawText(obuzforce, 110, 840) end So.........i have the physics ..trigger for missile (obuz in my script).....i created a pivot, as respawn point.....anybody can help where is my mistake??? Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted August 11, 2017 Share Posted August 11, 2017 Please use a code tag for your code. Can you describe what exactly isn't working? Do you see an error? What behviour are you seeing? Omit parts of your script that are not relevant for now (make a backup though): for instance the sound and drawing ui. So you have this helicopter and by pressing a button, you want to fire a rocket? You want to separate that functionality. Try something more in this direction. A script for the helicopter and a script for a rocket. Helicopter --psuedo if keypressed then local spawnPosition = self.entty:GetPosition(true) local obuz = Prefab:Load("Prefabs/obuz.pfb") obuz:SetPosition(spawnPosition) obuz.script:Start() end Rocket function Script:UpdatePhysics() self.entity:AddForce(0,0,obuzforce) end function Script:Collision(entity, position, normal, speed) local collisiontype = entity:GetCollisionType() if collisiontype==Collision.Prop or collisiontype==Collision.Scene then --Create an explosion emitter here end end Quote Link to comment Share on other sites More sharing options...
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