Helikopter nie strzela

Regulamin forum
Dział "Tworzenie Modyfikacji" służy do zadawania pytań odnośnie tworzenia modyfikacji, edytowania plików gry, oraz pisania tzw. tutoriali, czyli poradników odnośnie modyfikowania gry.
Nie zadajemy tutaj pytań odnośnie modyfikacji gotowych (nie dyskutujemy o nich!), prócz prób ich połączenia etc.


Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].

Helikopter nie strzela

Postprzez Blooder w 02 Sty 2016, 15:58

Witam użytkowników forum. Ostatnio postanowiłem pomodować trochę Zew Prypeci. Wyciąłem helikopter z Czystego Nieba( konfig,modele). Wszystko fajnie (helikopter leci przed siebie :E ) ale nie strzela. w logice napisane było że ma strzelać do wszystkich(all) Wpis helikoptera w all.spawn
Kod: Zaznacz wszystko
[4428]
; cse_abstract properties
section_name = helicopter
name = katacomb_helicopter
position = -134.300003051758,-30.1399993896484,-377.489990234375
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 473
distance = 0
level_vertex_id = 26
object_flags = 0xffffffb2
custom_data = <<END
[logic]
cfg = scripts\katacomb_hospital\kat_hosp_z2_helicopter.ltx
END

; cse_visual properties
visual_name = dynamics\vehicles\mi2\veh_mi2_01

; cse_motion properties

; cse_ph_skeleton properties
skeleton_name = idle

; cse_alife_helicopter properties
cse_alife_helicopter__unk1_sz = idle
engine_sound = vehicles\helicopter\helicopter

A tu jego logika:
Kod: Zaznacz wszystko
[logic]
active = heli_move@hide

[heli_move@hide]
path_move = z2_heli_hide
on_info = {+hospital_z2_enter} heli_move@hide2
max_velocity = 10
engine_sound = false

[heli_move@hide2]
path_move = z2_heli_hide
on_game_timer = 100 | heli_move@move
max_velocity = 10
engine_sound = false
immortal = true

[heli_move@move]
path_move = z2_heli_move
max_velocity = 100
on_signal = see | heli_move@move2 %+hospital_heli_see_enemy%
immortal = true


[heli_move@move2]
path_move = z2_heli_move_2
path_look = z2_heli_look_idle
max_velocity = 35
on_info = {+hospital_heli_start_attack} heli_move@ne
immortal = true

[heli_move@show_fire]
path_move = z2_heli_move_nw
path_look = z2_heli_show_fire_1

;-- íĺ ńëĺäčň çŕ čăđîęîě
[heli_move@ne]
path_move = z2_heli_move_nw
path_look = heli_z2_ne_look ;z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_nw} heli_move@nw
on_info2 = {+hospital_z2_actor_sw} heli_move@move_n_w_s
on_info3 = {+hospital_z2_actor_se} heli_move@move_n_e_s
on_info4 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info5 = {=heli_health_le(0.05)} heli_move@crash
on_actor_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@actor_hunt_n
max_velocity = 25
enemy = all
upd_vis = 8
show_health = true
immortal = true
;fire_point = z2_heli_show_fire_4


[heli_move@nw]
path_move = z2_heli_move_nw
path_look = heli_z2_nw_look ;z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_ne} heli_move@ne
on_info2 = {+hospital_z2_actor_sw} heli_move@move_n_w_s
on_info3 = {+hospital_z2_actor_se} heli_move@move_n_e_s
on_info4 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info5 = {=heli_health_le(0.05)} heli_move@crash
on_actor_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@actor_hunt_n
max_velocity = 25
enemy = all
upd_vis = 8
show_health = true
immortal = true
;fire_point = z2_heli_show_fire_5


;-- ńëĺäčň çŕ čăđîęîě
[heli_move@actor_hunt_n]
path_move = z2_heli_move_n
path_look = actor
use_rocket = false
;on_info = {+hospital_z2_actor_sw} heli_move@move_n_w_s
;on_info2 = {+hospital_z2_actor_se} heli_move@move_n_e_s
;on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
;on_info4 = {=heli_health_le(0.05)} heli_move@crash
;on_actor_not_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@nw
max_velocity = 25
upd_vis = 7
enemy = all;actor
stop_fire = true
show_health = true
immortal = true
fire_point = z2_heli_show_fire_4
on_game_timer = 30 | heli_move@actor_hunt_n2

[heli_move@actor_hunt_n2]
path_move = z2_heli_move_n
path_look = actor
use_rocket = false
on_info = {+hospital_z2_actor_sw} heli_move@move_n_w_s
on_info2 = {+hospital_z2_actor_se} heli_move@move_n_e_s
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_actor_not_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@nw
max_velocity = 25
enemy = all
upd_vis = 7
stop_fire = true
show_health = true
immortal = true


[heli_move@move_n_w_s]
path_move = z2_heli_move_n_w_s
path_look = z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_nw} heli_move@move_s_w_n
on_info2 = {+hospital_z2_actor_ne} heli_move@move_s_w_n
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_signal = hunt | heli_move@sw
max_velocity = 25
enemy = all;actor
upd_vis = 5
show_health = true
immortal = true
fire_point = z2_heli_show_fire_2


[heli_move@move_n_e_s]
path_move = z2_heli_move_n_e_s
path_look = z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_nw} heli_move@move_s_e_n
on_info2 = {+hospital_z2_actor_ne} heli_move@move_s_e_n
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_signal = hunt | heli_move@se
max_velocity = 25
enemy = all;actor
upd_vis = 5
show_health = true
immortal = true
fire_point = z2_heli_show_fire_1



;-- íĺ ńëĺäčň çŕ čăđîęîě
[heli_move@sw]
path_move = heli_z2_se_walk         ;--z2_heli_move_s
path_look = heli_z2_sw_look ;z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_se} heli_move@se
on_info2 = {+hospital_z2_actor_nw} heli_move@move_s_w_n
on_info3 = {+hospital_z2_actor_ne} heli_move@move_s_e_n
on_info4 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info5 = {=heli_health_le(0.05)} heli_move@crash
on_actor_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@actor_hunt_s
max_velocity = 25
enemy = all
upd_vis = 8
show_health = true
immortal = true
;fire_point = z2_heli_show_fire_1


[heli_move@se]
path_move = heli_z2_se_walk
path_look = heli_z2_se_look ;z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_sw} heli_move@sw
on_info2 = {+hospital_z2_actor_nw} heli_move@move_s_w_n
on_info3 = {+hospital_z2_actor_ne} heli_move@move_s_e_n
on_info4 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info5 = {=heli_health_le(0.05)} heli_move@crash
on_actor_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@actor_hunt_s
max_velocity = 25
enemy = all
upd_vis = 8
show_health = true
immortal = true
;fire_point = z2_heli_show_fire_2


;-- ńëĺäčň çŕ čăđîęîě
[heli_move@actor_hunt_s]
path_move = z2_heli_move_s
path_look = actor
use_rocket = false
;on_info = {+hospital_z2_actor_nw} heli_move@move_s_w_n
;on_info2 = {+hospital_z2_actor_ne} heli_move@move_s_e_n
;on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
;on_info4 = {=heli_health_le(0.05)} heli_move@crash
;on_actor_not_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@sw
max_velocity = 25
upd_vis = 7
enemy = all;actor
stop_fire = true
show_health = true
immortal = true
fire_point = z2_heli_show_fire_3
on_game_timer = 30 | heli_move@actor_hunt_s2

[heli_move@actor_hunt_s2]
path_move = z2_heli_move_s
path_look = actor
use_rocket = false
on_info = {+hospital_z2_actor_nw} heli_move@move_s_w_n
on_info2 = {+hospital_z2_actor_ne} heli_move@move_s_e_n
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_actor_not_in_zone = kat_hosp_z2_heli_hunt_restr | heli_move@sw
max_velocity = 25
enemy = all;actor
upd_vis = 7
stop_fire = true
show_health = true
immortal = true


[heli_move@move_s_e_n]
path_move = z2_heli_move_s_e_n
path_look = z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_sw} heli_move@move_n_e_s
on_info2 = {+hospital_z2_actor_se} heli_move@move_n_e_s
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_signal = hunt | heli_move@ne
max_velocity = 25
enemy = all;actor
upd_vis = 5
show_health = true
immortal = true
fire_point = z2_heli_show_fire_5


[heli_move@move_s_w_n]
path_move = z2_heli_move_s_w_n
path_look = z2_heli_look_idle
use_rocket = false
on_info = {+hospital_z2_actor_sw} heli_move@move_n_w_s
on_info2 = {+hospital_z2_actor_se} heli_move@move_n_w_s
on_info3 = {+hospital_z2_rpg_run} heli_move@rpg_1
on_info4 = {=heli_health_le(0.05)} heli_move@crash
on_signal = hunt | heli_move@nw
max_velocity = 25
enemy = all;actor
upd_vis = 5
show_health = true
immortal = true
fire_point = z2_heli_show_fire_5


[heli_move@rpg_1]
path_move = z2_heli_wait
path_look = z2_heli_fire
use_rocket = false
max_velocity = 25
on_info = {+hospital_z2_rpg_fire} heli_move@rpg_2
immortal = true
show_health = true


[heli_move@rpg_2]
path_move = z2_heli_dodge
path_look = z2_heli_fire
max_velocity = 25
on_info = {+hospital_z2_heli_fire} heli_move@rpg_3
;fire_point = z2_heli_fire
use_rocket = false
show_health = true
immortal = true

[heli_move@rpg_3]
path_move = z2_heli_dodge
path_look = z2_heli_fire
max_velocity = 25
on_info = {-hospital_z2_rpg_fire} heli_move@se
fire_point = z2_heli_fire
use_rocket = false
show_health = true
immortal = true

[heli_move@crash1]
on_info = %=play_sound(helicopter_killed:army:lname_stalker_243)%
path_move = z2_heli_move_crash_0
;path_look = z2_heli_move_crash_look
max_velocity = 100
immortal = true
on_signal = action | heli_move@crash1
enemy = nil
upd_vis = 1
use_mgun = false
use_rocket = false


[heli_move@crash]
on_info = %=play_sound(helicopter_killed:army:lname_stalker_243)%
path_move = z2_heli_move_crash
;path_look = z2_heli_move_crash_look
max_velocity = 90 ;120
immortal = true
;on_game_timer = 40 | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
on_npc_in_zone = 209 | kat_hosp_z2_helicopter_restr | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
on_signal = action | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
enemy = nil
use_mgun = false
use_rocket = false

[heli_move@crash_s]
on_info = %=play_sound(helicopter_killed:army:lname_stalker_243)%
path_move = z2_heli_move_crash
path_look = z2_heli_move_crash_look
max_velocity = 120
immortal = true
;on_game_timer = 70 | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
on_npc_in_zone = 209 | kat_hosp_z2_helicopter_restr | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
on_signal = action | nil %=heli_die +hospital_z2_heli_crash +katacomb_task_z2_exit =run_cam_effector(kat_heli_down)%
enemy = nil
use_mgun = false
use_rocket = false

[heli_move@crash2]
path_move = z2_heli_move_crash
max_velocity = 35

Jeśli ktoś wie o co kaman to niech powie co trzeba zrobić by helikopter strzelał. Za pomoc :wódka:
Blooder
Stalker

Posty: 79
Dołączenie: 01 Sty 2014, 17:12
Ostatnio był: 27 Lut 2019, 16:14
Miejscowość: Białystok
Frakcja: Samotnicy
Ulubiona broń: Tunder S14
Kozaki: 11

Reklamy Google

Powróć do Zew Prypeci

Kto jest na forum

Użytkownicy przeglądający to forum: Brak zarejestrowanych użytkowników oraz 1 gość