Author Topic: a few things  (Read 3171 times)

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Offline Bobboau

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is there a sExp that can tell if ship A is looking at ship B, the only one I could find was for the player, and I had an idea for a multi-player mission were I would need to be able to do it for any ship.

if I wanted to, for example, make an object and if any ship got within 100 meters of it they would explode, how would I be able to sExp that (note: exploding is not actually what I want to do)

if the answers to these questions do not please me I will probly make them the right answer by force of my coding might.

yeah, I don't do a lot of freding.
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Offline karajorma

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It's a bit too early in the morning for me to rule out the first one but the second one is easy

when-argument
-any-of
--List of Ship Names
-<
--Distance
---<argument>
---Dangerous Object
-self-destruct
--<argument>

That will do it for the first object. If you want to do it more than once either add a repeat count and a delay or switch to every-time-argument
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Offline Bobboau

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oh, that's what that does!

allright, that was the part I was most scared of, makeing an is_faceing sExp will be easy if one does not exist. but I want to make sure one does not exist before I make a new one.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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hey, were did that old, checklist for adding sExps go?
I want to make sure I didn't forget anything.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline karajorma

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Offline Bobboau

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yes that one

alright, a little while ago someone mentioned jump gates, I got it to work in a mission, sort of, as evedenced by this thread I needed to make a new sExp (I can not beleive we didn't have that already), but it works more or less. only real problem is, if you are moveing too fast when you enter the jump gate, you'll probly not get teleported.

I should probly commit my code soon.

http://freespace.volitionwatch.com/blackwater/hyperball.zip

(required buld included, code should expand and be relitivly easy to port to multi gate setups)
whatcha think?

I'm thinking this sort of thing would be realy fun in a CTF style team vs team mod.
« Last Edit: January 13, 2007, 04:08:25 am by Bobboau »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline karajorma

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Looks good bob. I haven't actually tried it but I can get the gist of what's going on just from reading the mission file.

I'm sure the Tachyon mod team will be especially interested in this. :)
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Offline Bobboau

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yeah, those were the guys that made me want to try this.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline BS403

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This is awesome. :D Bob you rock  :nod::yes:
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Offline Black Wolf

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Indeed, I've been ater an is-facing sexp for years. Does it work for objects as well as ships (most specifically, waypoints?
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Offline RazorsKiss

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I'm sure the Tachyon mod team will be especially interested in this. :)

Very :D

I gotta take a look at that, myself.
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