
How would the player beable to fly at any given time?
Or use KEYCONF. From one of my abandoned projects:Galaxy_Stranger wrote:In order to do that seamlessly without the player having to type it in, you'd want to put it into the autoexec.cfg.
Code: Select all
weaponsection SWOTE
alias Varitech_TIE "+forward;+moveleft;+moveright;puke 1 1;rebind Varitech_Walker"
alias Varitech_Walker "-forward;-moveleft;-moveright;puke 1 2;rebind Varitech_TIE"
defaultbind "t" "Varitech_Walker"
addkeysection "SWOTE" SWOTE
addmenukey "Transform TIE/Walker" Varitech_TIE
Code: Select all
script 1 (int Mode) {
Thing_ChangeTID (0, 255);
if (TIEMode == 0 & Mode == 1)
{
print (s:"Varitech startup failure. Attempt restart.");
Terminate;
}
SetPlayerProperty (1, Off, PROP_TotallyFrozen);
if (Mode == 2)
{
//TIE Walker
TIEMode = 1;
}
if (Mode == 1)
{
//TIE Fighter
TIEMode = -1;
}
}
script 2 ENTER {
print (s:"Transform to launch");
Thing_ChangeTID (0, 255);
SetPlayerProperty (1, On, PROP_TotallyFrozen);
SetHudSize (320, 240, 1);
SetFont ("TIE");
hudmessage (s:"A";0,100,-1,160.0,120.0,0.0);
SetHudSize (0, 0, 0);
SetFont ("Trans5");
hudmessage (s:"A";0,99,-1,0.0,0.0,0.0);
GiveInventory ("Cell", 300);
GiveInventory ("BlueArmor", 1);
TakeInventory ("Armor", 100);
while (1)
{
if (CheckInventory("Cell") < 300 & TIEMode == 1)
{GiveInventory("Cell", 4);}
else
{GiveInventory("Cell", 2);}
if (CheckInventory("Armor") < 100 & CheckInventory("Cell") > 1)
{
TakeInventory("Cell", 2);
Giveinventory("ArmorBonus", 1);
}
While (CheckInventory ("Armor") > 100)
{
TakeInventory ("Armor", 1);
}
delay (const:35);
}
}
script 3 ENTER {
int t;
while (TIEMode == 0){delay (const:35);}
Floor_RaiseToNearest (1, 32);
while (1)
{
//Animate to Walker
SetPlayerProperty (1, Off, PROP_FLY);
SetPlayerProperty (1, Off, PROP_INSTANTWEAPONSWITCH);
SetActorProperty (0, APROP_Speed, 0.75);
GiveInventory ("Pistol", 999);
SetWeapon ("Pistol");
TakeInventory ("BFG9000", 999);
for (t = 0;t < 5;t++)
{
SetFont (TransAnim[t]);
hudmessage (s:"A";0,99,-1,0.0,0.0,0.0);
delay (const:12);
}
while (TIEMode == 1){delay (const:16);}
//Animate to Fighter
SetPlayerProperty (1, On, PROP_FLY);
SetPlayerProperty (1, On, PROP_INSTANTWEAPONSWITCH);
SetActorProperty (0, APROP_Speed, 1.5);
GiveInventory ("BFG9000", 999);
SetWeapon ("RocketLauncher");
TakeInventory ("Pistol", 999);
for (t = 4;t >= 0;t--)
{
SetFont (TransAnim[t]);
hudmessage (s:"A";0,99,-1,0.0,0.0,0.0);
delay (const:12);
}
if (NoFlyZone == 1){ACS_Execute (4, 0);}
while (TIEMode == -1){delay (const:16);}
}
}
script 4 (void) {
if (TIEMode == -1)
{
if (NoFlyZone == 1)
{DamageThing (255);}
else
{DamageThing (15);}
}
}
script 5 (void) {
if (LineSide() == SIDE_FRONT){NoFlyZone = 1;ACS_Execute(4, 0);}
if (LineSide() == SIDE_BACK){NoFlyZone = 0;}
}
No. An out-of-reach project entitled Secret weapons of the Empire, an excuse to use my Star Wars models. You'd play a Rodian agent sent to infiltrate (not assault) a R&D facility, and steal a TIE Varitech. Firefox/RotJ's Endor mix if you wish. I quickly realized that it was beyond my mapping ability though, so I dropped it before it got anywhere. The screenshot was from a simple test map I did to do the technical stuff.TheDarkArchon wrote:I'm guessing that the scripts and KEYCONF was for Chibi Rebellion.