Daraan on 8/8/2017 at 11:26
Let's start with the coolest new script:
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DRayWorking with a template particle effect defined by DRaySFX, this script creates and scales particle effects between objects specified by DRayFrom and DRayTo. With the + or similar operators you can create multiple and different SFX between multiple objects at once.
For all effects only the X values and Particle Launch Infos are used!
Sending further TurnOn messages will not create additional SFX but update the already present ones.
Primarily two types are supported:
DRayScaling:
= 0 (Default): For even particle effects. This will scale up their spawn box and the particles used. A small effect with look exactly like a big one.
= 1: For "shooting" Particle effects which start at the From location. Increases particle lifetime. (Min=Max)
TIPS:
• A good template is the ParticleBeam(-3445)
• You can use this script in the editor with an appropriate DRayOn message. For example "test" (use script_test objId) or Sim (objects will be created after leaving game mode) and then delete the script object.
• By using
Particles Start Launched you can create very different and more solid effects but they will be less accurate in hitting the To object.
• You can either use an infinite repeating TurnOn from an outside Trap or DRayRepeat=-1 to constantly update your special effects in case the objects are changing positions.
• If you don't want to turn off the special effect the second method is better else I recommend the first. (Else you would need +TurnOff+TurnOff+TurnOn sequence to deactivate the script completely.
• When using launched very fast particles (like the laser in the video) the effect degenerates after a few seconds, so sending a "+TurnOff+TurnOn" with DRayOffCapacitor=50 will update the effect 50 times and then create a new one. The capacitor doesn't have to be that high but without to much performance is used to calculate the launched particles!!! (and it's a more smoother as well)
• My Demo effects are rather simple, be creative with the particle settings, share your stuff if you for example created a spiral or or or...:D
All paricles are created with DRay and the damage detection with DHitScan<video controls="controls" height="480" width="640">
<source src="http://dl.dropboxusercontent.com/s/kr3nxz9mlm965p3/Dark%20Projekt%2008.01.2017%20-%2000.15.19.09.mp4?dl=0" type="video/mp4"></source>
</video>
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DHitScanTrap(Has all the DRelayTrap sending features: [On/Off]Target or [On/Off]TDest)
When activated will scan if there is an object or a wall between two objects. Imagine it as an invisible scanning laser beam. The start and end object are specified by
DHitScanTrapFrom and
DHitScanTrapTo, the script object is used as default if none is specified.
If the From object is the player the camera position is used, if the To object is the player as well then the ray will follow the center of the players view - for example to check if hes exactly facing something.
The Object that was hit will receive the message specified by DHitScanTrapHitMsg (default is "
DHitScan"). By default when any object is hit a TurnOn will be sent to CD linked objects. Of course these can be changed via DHitScanTrapTOn and DHitScanTrapTDest
Alternatively if just a special set of objects should trigger a TurnOn then these can be specified via DHitScanTrapTarget.
NOTE: Unlike other scripts DHitScanTrapFrom and To only take single objects at the moment. I can add multiple object support as well but
NOTE2: The scanning is described as an rather expensive progress. So don't use it like 100 times per second over long distances. Best to only activate it when you need it. (That's why this is no real Trigger)
And as promised a while ago.
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DWeapon DArmAttachmentAttaches another object to the players arm.
So you can create your own custom weapons, it can be given to any weapon-ready object together with
Inventory-> Limb Object: emptyhan or BJACHAND (Both Models included, made by Jason Otto and Soul Tear).
OR you can also add it to normal weapons to attach a Shield or Light or whatever creative stuff you come up with ;)
Parameters:
DArmAttachmentUseObject:
= 0 (Default): Will create a dummy object and give it the Shape->Model: DArmAttachmentModel
= 1 Will create a copy of a real object/archetype specified in DArmAttachmentModel. If you want to attach special effects for example.
= 2 (experimental and not really working): Same as 1 but the object will be really physical -> Real collision sounds based on the object.
= 3 (experimental little working): Same as 2 but works even better. Disadvantage: Errors in DromEd, Model will pass through walls/objects.
DArmAttachmentModel: model name(0) or object archetype (1) depending on (DArmAttachmentUseObject)
DArmAttachmentRot and DArmAttachmentPos: The model will most likely need some adjustments in position and Rotation. Both parameters take 3 arguments separated by , like this: "90,0,0" or "0.1,-0.6,-0.43". They stand for HPB Roation respectively xyz translation. But most like don't behave like you expect it. Best method how to figure out the numbers is to use it in combination with set game_mode_backup 0 (
NEVER SAVE AFTER!) and modify the DetailAttachment Link. It's trial and error.
NOTE: You will also need to do some Hierarchy changes to adjust the sound and motions. Also I would say this script is not 100% finished please give feedback.
TIP: Remember you can use multiple different melee weapons by using the cycle command.
Inline Image:
https://www.dropbox.com/s/htdofcgz71wm09x/WeaponAttach.gif?raw=1And also as said in the other post:
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DDumpModelsIncluded in the DDumpModel.nut read the instructions for more detailed information. Or in this post (
http://www.ttlg.com/forums/showthread.php?t=148055&p=2366253&viewfull=1#post2366253) here
Basically it will create the models from your obj folder and place them in the editor.
The parameters used are exactly as written here:
First= the model name of the first model you want to use; if it's a number it will start with for example the 100th model in your list.
MaxModels = will stop after for example 2000 have been created.
Screenshots=1 will automatically create screenshots in game mode while creating the models.
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DRelayTrapSmall update for the familiar feeling, now also accepts [On/Off]TDest.
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Quote Posted by "EnYB0La"
Shouldn't be a good idea to publish your script on GitHub in order to share it with everyone?
Sure! I'd love to contribute Maybe we could make a generic library ( something like jQuery in JavaScript).
I made an account back then but didn't share it.
Here we go (
https://github.com/Daraan/Dark-Squirrel-Scripts) DScript on HitHub
(
https://www.dropbox.com/s/y6qs3wqovpwo2ix/DScript.nut?dl=1)
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