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Release Crazy Pipes
#1
Hello

A random release of something I had on my PC before, save this as _pipes.gsc and save it in common_scripts folder, this increases the fire and gas effects of pipes

Image:

http://steamcommunity.com/id/SantiagoRek...9661275984

Code:
#include common_scripts\utility;

//////////////////////////////////////////////////////////////////////////////
//                                    CONSTANTS                                //
//////////////////////////////////////////////////////////////////////////////
level_limit_pipe_fx = 28;
max_fires_from_entity = 24;
level_pipe_fx_chance = 33;


//////////////////////////////////////////////////////////////////////////////
//                                    LOGIC                                    //
//////////////////////////////////////////////////////////////////////////////
main()
{
    level._pipe_fx_time = 25;
    pipes = GetEntArray( "pipe_shootable", "targetname" );
    if ( !pipes.size )
        return;
    level._pipes = SpawnStruct();
    level._pipes.num_pipe_fx     = 0;

    pipes thread precacheFX();
    pipes thread methodsInit();

    waittillframeend;// insure that structs are initialized
    array_thread( pipes, ::pipesetup );
}

pipesetup()
{
    self SetCanDamage( true );
    self SetCanRadiusDamage( false ); // optimization
    self.pipe_fx_array = [];

    node = undefined;

    if ( IsDefined( self.target ) )
    {
        node = getstruct( self.target, "targetname" );
        self.A = node.origin;
        vec = AnglesToForward( node.angles );
        vec = vector_multiply( vec, 128 );
        self.B = self.A + vec;
    }
    else
    {
        vec = AnglesToForward( self.angles );
        vec1 = vector_multiply( vec, 64 );
        self.A = self.origin + vec1;
        vec1 = vector_multiply( vec, -64 );
        self.B = self.origin + vec1;
    }

    self thread pipe_wait_loop();
}

pipe_wait_loop()
{
    P = ( 0, 0, 0 );// just to initialize P as a vector
    
    hasTakenDamage = false;
    remaining = max_fires_from_entity;
    
    while ( 1 )
    {
        self waittill( "damage", damage, other, direction_vec, P, type );
        
        // random so we don't get so many fx, but the very first time is guarenteed
        if ( hasTakenDamage )
        {
            if ( randomint( 100 ) <= level_pipe_fx_chance )
                continue;
        }
        hasTakenDamage = true;
        
        result = self pipe_logic( direction_vec, P, type, other );
        if ( result )
            remaining--;
        
        if ( remaining <= 0 )
            break;
    }
    
    self SetCanDamage( false );
}

pipe_logic( direction_vec, P, type, damageOwner )
{
    if ( level._pipes.num_pipe_fx > level_limit_pipe_fx )
        return false;

    if ( !isDefined( level._pipes._pipe_methods[ type ] ) )
        P = self pipe_calc_nofx( P, type );
    else
    P = self [[ level._pipes._pipe_methods[ type ] ]]( P, type );

    if ( !isdefined( P ) )
        return false;

    if ( IsDefined( damageOwner.classname ) && damageOwner.classname == "worldspawn" )
        return false;

    foreach ( value in self.pipe_fx_array )
    {
        if ( DistanceSquared( P, value.origin ) < 25 )
            return false;
    }

    //calculate the vector derived from the center line of our pipe and the point of damage
    vec = VectorFromLineToPoint( self.A, self.B, P );
    self thread pipefx( P, vec, damageOwner );
    return true;
}

pipefx( P, vec, damageOwner )
{
    time          = level._pipes.fx_time[ self.script_noteworthy ] ;
    intervals      = Int( level._pipe_fx_time / time );// loops for 25 seconds
    hitsnd          = level._pipes._sound[ self.script_noteworthy + "_hit" ];
    loopsnd      = level._pipes._sound[ self.script_noteworthy + "_loop" ];
    endsnd          = level._pipes._sound[ self.script_noteworthy + "_end" ];

    snd = Spawn( "script_origin", P );
    snd Hide();
    snd PlaySound( hitsnd );
    snd PlayLoopSound( loopsnd );
    self.pipe_fx_array[ self.pipe_fx_array.size ] = snd;

    level._pipes.num_pipe_fx++;

        if ( isSP() || self.script_noteworthy != "steam" )
            self thread pipe_damage( P, vec, damageOwner, snd );

        //do it once without checking for newer fx being played ( we're the newest )
        PlayFX( level._pipes._effect[ self.script_noteworthy ], P, vec );
        wait time;
        intervals--;

        //now check    for other fx and rest of intervals
        while ( level._pipes.num_pipe_fx <= level_limit_pipe_fx && intervals > 0 )
        {
            PlayFX( level._pipes._effect[ self.script_noteworthy ], P, vec );
            wait time;
            intervals--;
        }
        snd PlaySound( endsnd );
        wait( .5 );
        snd StopLoopSound( loopsnd );
        snd Delete();
        self.pipe_fx_array = array_removeUndefined( self.pipe_fx_array );

    level._pipes.num_pipe_fx--;
}

pipe_damage( P, vec, damageOwner, fx )
{
    if ( !allow_pipe_damage() )
        return;
        
    fx endon( "death" );

    origin = fx.origin + vector_multiply( VectorNormalize( vec ), 40 );
    dmg = level._pipes._dmg[ self.script_noteworthy ];

    while ( 1 )
    {
        // do not pass damage owner if they have disconnected before the barrels explode.. the barrels?
        if ( !isdefined( self.damageOwner ) )
        {
            // MOD_TRIGGER_HURT so they dont do dirt on the player's screen
            self RadiusDamage( origin, 36, dmg, dmg * 0.75, undefined, "MOD_TRIGGER_HURT" );
        }
        else
        {
            // MOD_TRIGGER_HURT so they dont do dirt on the player's screen
            self RadiusDamage( origin, 36, dmg, dmg * 0.75, damageOwner, "MOD_TRIGGER_HURT" );
        }

        wait( 0.4 );
    }
}

allow_pipe_damage()
{
    if( !isSP() )
        return false;
    
    if ( !isDefined( level.pipesDamage ) )
        return true;
    
    return ( level.pipesDamage );
}

//////////////////////////////////////////////////////////////////////////////
//                            CALCULATIONS / SETUP                            //
//////////////////////////////////////////////////////////////////////////////

methodsInit()
{
    level._pipes._pipe_methods = [];
    level._pipes._pipe_methods[ "MOD_UNKNOWN" ]                  = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_PISTOL_BULLET" ]          = ::pipe_calc_ballistic;
    level._pipes._pipe_methods[ "MOD_RIFLE_BULLET" ]              = ::pipe_calc_ballistic;
    level._pipes._pipe_methods[ "MOD_GRENADE" ]                  = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_GRENADE_SPLASH" ]          = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_PROJECTILE" ]              = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_PROJECTILE_SPLASH" ]      = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_TRIGGER_HURT" ]              = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_EXPLOSIVE" ]              = ::pipe_calc_splash;
    level._pipes._pipe_methods[ "MOD_EXPLOSIVE_BULLET" ]      = ::pipe_calc_splash;
}

pipe_calc_ballistic( P, type )
{
    return P;
}

pipe_calc_splash( P, type )
{
    vec = VectorNormalize( VectorFromLineToPoint( self.A, self.B, P ) );
    P = PointOnSegmentNearestToPoint( self.A, self.B, P );
    return( P + vector_multiply( vec, 4 ) );
}

pipe_calc_nofx( P, type )
{
    return undefined;
}

precacheFX()
{
    steam = false;
    fire = false;
    foreach ( value in self )
    {
        if ( value.script_noteworthy == "water" )
            value.script_noteworthy = "steam";

        if ( value.script_noteworthy == "steam" )
        {
            value willNeverChange();
            steam = true;
        }
        else if ( value.script_noteworthy == "fire" )
        {
            value willNeverChange();
            fire = true;
        }
        else
        {
            println( "Unknown 'pipe_shootable' script_noteworthy type '%s'\n", value.script_noteworthy );
        }
    }

    if ( steam )
    {
        level._pipes._effect[ "steam" ]         = LoadFX( "impacts/pipe_steam" );
        level._pipes._sound[ "steam_hit" ]      = "mtl_steam_pipe_hit";
        level._pipes._sound[ "steam_loop" ] = "mtl_steam_pipe_hiss_loop";
        level._pipes._sound[ "steam_end" ] = "mtl_steam_pipe_hiss_loop_end";
        level._pipes.fx_time[ "steam" ]         = 3;
        level._pipes._dmg[ "steam" ]         = 5;
    }

    if ( fire )
    {
        level._pipes._effect[ "fire" ]         = LoadFX( "impacts/pipe_fire" );
        level._pipes._sound[ "fire_hit" ]     = "mtl_gas_pipe_hit";
        level._pipes._sound[ "fire_loop" ]     = "mtl_gas_pipe_flame_loop";
        level._pipes._sound[ "fire_end" ]     = "mtl_gas_pipe_flame_end";
        level._pipes.fx_time[ "fire" ]         = 3;
        level._pipes._dmg[ "fire" ]             = 5;
    }
}



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#2
10:20 14:35 15:45 22:30 0:25
shiz... not that buffer...
YAMATO DA BEST MODDER
[Image: r212360a129ce9b84444093b6cd2699013a1fbn155.png]
Reply

#3
Epic fx for Flamethrower Nyan Cat
Thanks
C++/Obj-Cdeveloper. Neko engine wip
Steam: Click
Reply

#4
How to make that deal damage?
Reply

#5
(10-05-2012, 16:04)oDin42ru Wrote: How to make that deal damage?

main()
level.pipesDamage = true;
[Image: azuw.jpg]
Reply

#6
does not work
Reply

#7
Change

Code:
if ( isSP() || self.script_noteworthy != "steam" )

to

Code:
//if ( isSP() || self.script_noteworthy != "steam" )

and

Code:
if ( !allow_pipe_damage() )
        return;

to

Code:
//if ( !allow_pipe_damage() )
        //return;
[Image: azuw.jpg]
Reply



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