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Ammo Pickup Script for FPS Pack


Haydenmango
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Hey everyone!

I made a Ammo Pickup Script that is compatible with the FPS pack that just came out. Just place the Ammo Pickup.lua on a model and while playing look at the ammo model and click E to pick up ammo.

 

There are two changeable values for the amount of ammo and for the type of ammo you pickup. Here are what the default ammo types are -

1 - Autopistol (Pistol that comes with Leadwerks, if you aren't using the machete)

2 - Pistol

3 - Shotgun

4 - MP5

5 - M4

 

To see your Ammo amount you can add this into your FPSplayer.lua under the PostRender(context) function -

if self.weapons[self.currentweaponindex]~=nil then
context:DrawText("Ammo: "..self.weapons[self.currentweaponindex].clipammo.."/"..self.weapons[self.currentweaponindex].ammo,context:GetWidth()-100,context:GetHeight()-100)
end

 

Ammo Pickup Script - https://www.dropbox.com/s/vdgy70rtmlnrex2/Ammo%20Pickup.lua?dl=0

FPS Pack - http://store.steampowered.com/app/329100/

Extra! - Med Pack Script - https://www.dropbox.com/s/jh36dtoj06ypxlz/Med%20Pack.lua?dl=0

 

Let me know if there are any issues and I hope this helps!

Extra thanks goes out to Imchasinyou for testing these scripts with me.

 

Edit-- I forgot to mention one very important thing! You need to add -

Script.maxammo=200 --int "Max Ammo"

into the FPSgun.lua

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Thanks for the mention Hayden.

 

Hey Josh, would it hurt to ask for a scripts forums as a child of the programming forums. Id hate to see scripts like these get lost in the conversations when they could easily help out those that need it. . . . . . im one of those ppl BTW.

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Asus sabertooth 990FX, AMD FX 9590 , Windows 7 Home Premium 64 Bit, 4 HDD's Western Digital Caviar Black set in Raid 0, 16 GB Crucial Ballistix Elite, Asus Radeon R9 270 X 4GB, Corsair CM750M,

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So, scripts can now be uploaded to the workshop? Is it then possible to add in a text file for instructions? That's where I thought the forums would be handy.

Asus sabertooth 990FX, AMD FX 9590 , Windows 7 Home Premium 64 Bit, 4 HDD's Western Digital Caviar Black set in Raid 0, 16 GB Crucial Ballistix Elite, Asus Radeon R9 270 X 4GB, Corsair CM750M,

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  • 2 months later...

I have yet to figure this out but will be taking a look at the HUD tutorial made by BluHornet. This guy is pumping out useful tutorials left and right and has done a great job at it. Here is his YouTube Channel

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Asus sabertooth 990FX, AMD FX 9590 , Windows 7 Home Premium 64 Bit, 4 HDD's Western Digital Caviar Black set in Raid 0, 16 GB Crucial Ballistix Elite, Asus Radeon R9 270 X 4GB, Corsair CM750M,

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  • 2 weeks later...

yerr, you forgot to add this line here if someone wanted to use the machete too :

context:SetColor(1,1,1,1)

if self.weapons[self.currentweaponindex]~=nil then

if self.weapons[self.currentweaponindex].clipammo~=nil then

context:DrawText("Ammo:"..self.weapons[self.currentweaponindex].clipammo.."/"..self.weapons[self.currentweaponindex].ammo,context:GetWidth()-300,context:GetHeight()-100)

end

end

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  • 1 year later...

Hey Angelwolf, sorry for the delayed response. This is a pretty old script so there may be something else wrong but did you add:

Script.maxammo=200 --int "Max Ammo"

into the FPSgun.lua?

 

I have a feeling the crash is because the max ammo value is nil until you add that in.

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Hey Angelwolf, sorry for the delayed response. This is a pretty old script so there may be something else wrong but did you add:

Script.maxammo=200 --int "Max Ammo"

into the FPSgun.lua?

 

I have a feeling the crash is because the max ammo value is nil until you add that in.

 

That was a quick response ;)

 

And no, I'm a useless buffoon and completely forgot to add that code. Now I have done, it works great! Thanks!

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  • 1 year later...
  • 1 year later...

This one works for me. You might need to post your whole script with your question isn't working so they can look through it for the error:

Script.ammoamount = 6 --float "Ammo Amount Per"
Script.ammotype= 2 --int "Ammo Type"
Script.maxammo="" --int "Max Ammo"
Script.ammo = 5
Script.removeBodyTime = 20 --int "Despawn Time"
Script.removeBodyTimer = 0
Script.useOnce = true --bool "Use Once"
Script.enabled = true --bool "Enabled"
Script.floatup1 = false
Script.counter= 0


function Script:Start()

    --Load a sound
    self.sound = Sound:Load("Sound/Interaction/pickupammo.wav")

    self.enabled = true
    self.entity:SetMass(0)
    local os = self.entity:GetPosition()
    self.entity:SetPosition(os.x,os.y+1,os.z)
end

function Script:floatUp(amount)
    local a1 = self.entity:GetPosition()
    local b1 = amount/20
    self.entity:SetPosition(a1.x,a1.y + b1,a1.z)
end

function Script:UpdatePhysics()
    local window = Window:GetCurrent()

    if window:KeyHit(Key.O) then self:ChangeFloat() end
    local lastpos = self.entity:GetPosition()
    if self.enabled==true then
    
        if self.lastchangetime==nil then self.lastchangetime=0 end
        local t = Time:GetCurrent()
        local floatamount
            if self.floatup1==true then floatamount= 0.03 else floatamount = -0.03 end
            self:floatUp(floatamount)
            self.counter = self.counter +1
            if self.counter >= 100 then
                self:ChangeFloat()
                self.counter=0
            end
            self.lastchangetime = t
    end
end

function Script:ChangeFloat()
         if (self.floatup1 == false) then
            self.floatup1=true
        else
            self.floatup1=false
        end
end

function Script:UpdateWorld()
    self.entity:Turn(0,Time:GetSpeed(),0,true)

    self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)
        if (self.removeBodyTimer > self.removeBodyTime) then
            self:IsHidden()
        end
end

function Script:Collision(entity, position, normal, speed)
    if entity:GetKeyValue("type")=="player" then
        for a = 0, 10 do
            if entity.script.weapons[a]~=nil then
                if entity.script.weapons[a].index == self.ammotype then
                    if entity.script.weapons[a].ammo + entity.script.weapons[a].clipammo < entity.script.weapons[a].maxammo then
                        entity.script.weapons[a].ammo = entity.script.weapons[a].ammo + self.ammoamount
                    
                        --Make sure the sound exists and play it
                        if self.sound then
                            self.sound:Play()
                        end
    
                        if entity.script.weapons[a].ammo + entity.script.weapons[a].clipammo > entity.script.weapons[a].maxammo then
                            entity.script.weapons[a].ammo = entity.script.weapons[a].maxammo - entity.script.weapons[a].clipammo
                        end

                        if     self.useOnce then
                            self:IsHidden()
                        end
                    end
                end
            end
        end
    end
end

function Script:IsHidden()
    self.entity:Hide()
    if self.entity:Hide() then
        self.entity:Release()
    end
end

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@havenphillip thnx for your help.

 

I have adapted your script to my weapon and ammo but I get the same error message every time. 
"Script Error attempt to compare with nil line 73"
what's wrong? :-(

@havenphillip thnx for your help.

 
I have adapted your script to my weapon and ammo but I get the same error message every time.
 "Script Error attempt to compare with nil line 73"
what's wrong? :-(

Edit

 
the error line is formatted thick.

 

Script.ammoamount = 20 --float "Ammo Amount Per"
Script.ammotype= 4 --int "Ammo Type"
Script.maxammo=200 --int "Max Ammo"
Script.ammo = 5
Script.removeBodyTime = 20 --int "Despawn Time"
Script.removeBodyTimer = 0
Script.useOnce = true --bool "Use Once"
Script.enabled = true --bool "Enabled"
Script.floatup1 = false
Script.counter= 0


function Script:Start()

    --Load a sound
    self.sound = Sound:Load("Sound/Interaction/pickupammo.wav")

    self.enabled = true
    self.entity:SetMass(0)
    local os = self.entity:GetPosition()
    self.entity:SetPosition(os.x,os.y+1,os.z)
end

function Script:floatUp(amount)
    local a1 = self.entity:GetPosition()
    local b1 = amount/20
    self.entity:SetPosition(a1.x,a1.y + b1,a1.z)
end

function Script:UpdatePhysics()
    local window = Window:GetCurrent()

    if window:KeyHit(Key.O) then self:ChangeFloat() end
    local lastpos = self.entity:GetPosition()
    if self.enabled==true then
    
        if self.lastchangetime==nil then self.lastchangetime=0 end
        local t = Time:GetCurrent()
        local floatamount
            if self.floatup1==true then floatamount= 0.03 else floatamount = -0.03 end
            self:floatUp(floatamount)
            self.counter = self.counter +1
            if self.counter >= 100 then
                self:ChangeFloat()
                self.counter=0
            end
            self.lastchangetime = t
    end
end

function Script:ChangeFloat()
         if (self.floatup1 == false) then
            self.floatup1=true
        else
            self.floatup1=false
        end
end

function Script:UpdateWorld()
    self.entity:Turn(0,Time:GetSpeed(),0,true)

    self.removeBodyTimer = self.removeBodyTimer + (Time:GetSpeed()/100)
        if (self.removeBodyTimer > self.removeBodyTime) then
            self:IsHidden()
        end
end

function Script:Collision(entity, position, normal, speed)
    if entity:GetKeyValue("type")=="player" then
        for a = 0, 10 do
            if entity.script.weapons[a]~=nil then
                if entity.script.weapons[a].index == self.ammotype then
                    if entity.script.weapons[a].ammo + entity.script.weapons[a].clipammo < entity.script.weapons[a].maxammo then
                        entity.script.weapons[a].ammo = entity.script.weapons[a].ammo + self.ammoamount
                    
                        --Make sure the sound exists and play it
                        if self.sound then
                            self.sound:Play()
                        end
    
                        if entity.script.weapons[a].ammo + entity.script.weapons[a].clipammo > entity.script.weapons[a].maxammo then
                            entity.script.weapons[a].ammo = entity.script.weapons[a].maxammo - entity.script.weapons[a].clipammo
                        end

                        if     self.useOnce then
                            self:IsHidden()
                        end
                    end
                end
            end
        end
    end
end

function Script:IsHidden()
    self.entity:Hide()
    if self.entity:Hide() then
        self.entity:Release()
    end
end

 

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You might want to post the script where this error is occurring so people can look through it for themselves. It's difficult to see what the number comparing with nil is:

attemp to compare number with nil Line 8

If you're using my pickup script from above I might have changed something and that might be a different error.

I would troubleshoot it by making sure that:

1. Maybe in your player script, under the Start() function you want to add: self.entity:SetKeyValue("type","player")

2. Your gun script has these at the top somewhere:
      Script.clipsize=6--int "Clip size"
      Script.ammo=200--int "Ammunition"
      Script.maxammo = 200 -- int "Max Ammo"

3. Your gun script has this in the Start() function:

    self.clipammo=self.clipsize

    self.ammo = self.ammo - self.clipammo
    self.muzzle = self.entity:FindChild("muzzle")


This is the vwep gun script I use with that ammo pickup script. I don't remember if I changed anything:

--import "Scripts/AnimationManager.lua"

Script.index=1--int "Weapon slot"
Script.offset=Vec3(0,0,0)--Vec3 "Offset"
Script.rotation=Vec3(0,0,0)--Vec3 "Rotation"
Script.clipsize=6--int "Clip size"
Script.ammo=200--int "Ammunition"
Script.maxammo = 200 -- int "Max Ammo"
Script.maxswayamplitude=0.01
Script.amplitude=0
Script.swayspeed=0
Script.timeunits=0
Script.smoothedposition=Vec3(0)
Script.smoothedrotation=Vec3(0)
Script.verticalbob=0
Script.jumpoffset=0
Script.bulletspeed=200--float "Bullet speed"
Script.landoffset=0
Script.pellets=1--int "Pellets"
Script.scatter=0.01--float "Scatter"
Script.firetime=0
Script.refirerate=100--int "Refire rate"
Script.bulletrange=1000
Script.muzzleflashscale=0.2--float "Flash size"
Script.bulletforce=500--float "Force"
Script.bulletdamage=10--int "Damage"
Script.automatic=true--bool "Automatic"
Script.dryfiresoundfile=""--path "Dry fire" "Wav File (*wav):wav|Sound"
Script.fire1soundfile=""--path "Fire sound 1" "Wav File (*wav):wav|Sound"
Script.fire2soundfile=""--path "Fire sound 2" "Wav File (*wav):wav|Sound"
Script.fire3soundfile=""--path "Fire sound 3" "Wav File (*wav):wav|Sound"
Script.pumpsoundfile=""--path "Pump sound" "Wav File (*wav):wav|Sound"
Script.ricochet1soundfile=Sound:Load("Sound/Ricochet/bullet_impact_dirt_01.wav")
Script.ricochet2soundfile=Sound:Load("Sound/Ricochet/bullet_impact_dirt_02.wav")
Script.ricochet3soundfile=Sound:Load("Sound/Ricochet/bullet_impact_dirt_03.wav")
Script.reloadsoundfile=""--path "Reload sound" "Wav File (*wav):wav|Sound"
Script.reloadspeed=0.05--float "Reload speed"
Script.firespeed=0.05--float "Fire speed"
Script.tracer = Sprite:Create()
Script.tracer:Hide()
Script.currentaction=nil

function Script:Start()
    if self.started then return end
    self.started=true

    self.entity:SetPickMode(0,true)

    self.entity:SetAnimationFrame(0,1,"fire")

    self.entity:Hide()
    
    self.bullets = {}
    
    self.entity:SetShadowMode(0)
    self.entity:SetOcclusionCullingMode(false)
    
    self.tracer:SetViewMode(6)--Rotate around z axis
    self.tracer:SetSize(0.1,2)
    local mtl = Material:Load("Materials/Effects/tracer.mat")
    if mtl then
        self.tracer:SetMaterial(mtl)
        mtl:Release()
    end

    self.currentaction=nil
    self.clipammo=self.clipsize

    self.ammo = self.ammo - self.clipammo
    self.muzzle = self.entity:FindChild("muzzle")
    
    self.sound={}
    if self.sound.dryfiresoundfile~="" then self.sound.dryfire=Sound:Load(self.dryfiresoundfile) end
    self.sound.fire={}
    if self.pumpsoundfile~="" then self.sound.pump=Sound:Load(self.pumpsoundfile) end
    if self.fire1soundfile~="" then self.sound.fire[1]=Sound:Load(self.fire1soundfile) end
    if self.fire2soundfile~="" then self.sound.fire[2]=Sound:Load(self.fire2soundfile) end
    if self.fire3soundfile~="" then self.sound.fire[3]=Sound:Load(self.fire3soundfile) end
    if self.reloadsoundfile~="" then
        self.sound.reload=Sound:Load(self.reloadsoundfile)
    end
    self.sound.ricochet={}
    self.sound.ricochet[1]=Sound:Load("Sound/Ricochet/bullet_impact_dirt_01.wav")
    self.sound.ricochet[2]=Sound:Load("Sound/Ricochet/bullet_impact_dirt_02.wav")
    self.sound.ricochet[3]=Sound:Load("Sound/Ricochet/bullet_impact_dirt_03.wav")
    
    self.entity:SetPickMode(0)
    
    self.muzzleflash = Sprite:Create()
    self.muzzleflash:SetSize(self.muzzleflashscale,self.muzzleflashscale)
    self.muzzleflash:SetCollisionType(0)
    local material = Material:Load("Materials/Effects/muzzleflash.mat")
    self.muzzleflash:SetMaterial(material)
    self.muzzlelight = PointLight:Create()
    self.muzzlelight:SetColor(1,0.75,0)
    self.muzzlelight:SetRange(4)
    self.muzzleflash:SetShadowMode(0)
    local tag = self.entity:FindChild("muzzle")
    self.muzzlelight:SetParent(tag)
    self.muzzlelight:SetPosition(0,0,0)
    self.muzzlelight:Hide()
    self.muzzleflash:SetParent(self.muzzlelight,false)
    --self.animationmanager = AnimationManager:Create(self.entity)
    self.originalposition = self.entity:GetPosition()
    self.originalrotation = self.entity:GetRotation()
    self.emitter={}
    
    --Debris emitter - This will throw chunks off of walls and make it look like they are breaking
    self.emitter[0]=Emitter:Create()
    self.emitter[0]:SetCollisionType(Collision.Prop)--Enables particle bouncing
    self.emitter[0]:SetMaterial("Materials/Effects/default.mat")
    self.emitter[0]:SetEmissionVolume(0.05,0.05,0.05)    
    self.emitter[0]:SetColor(0.1,0.1,0.1,1)
    self.emitter[0]:SetVelocity(1.5,1.5,1.5,1)
    self.emitter[0]:SetParticleCount(5)
    self.emitter[0]:SetReleaseQuantity(5)
    self.emitter[0]:SetMaxScale(0.3)
    self.emitter[0]:SetDuration(1500)
    self.emitter[0]:SetAcceleration(0,-12,0)
    self.emitter[0]:Hide()
    
    --Smoke emitter - This will provide a soft dust effect around bullet impacts
    self.emitter[1]=Emitter:Create()
    self.emitter[1]:SetColor(1,1,1,0.25)
    self.emitter[1]:SetMaterial("Materials/Effects/smoke.mat")
    self.emitter[1]:SetEmissionVolume(0.1,0.1,0.1)
    self.emitter[1]:SetVelocity(0.3,0.3,0.3,1)
    self.emitter[1]:SetParticleCount(3)
    self.emitter[1]:SetReleaseQuantity(3)
    self.emitter[1]:SetMaxScale(4)
    self.emitter[1]:SetDuration(2500)
    self.emitter[1]:AddScaleControlPoint(0,0.5)
    self.emitter[1]:AddScaleControlPoint(1,1)
    self.emitter[1]:SetRotationSpeed(10)
    self.emitter[1]:Hide()
    
    --Blood emitter - This will provide a visual cue when an enemy is shot
    self.emitter[2]=self.emitter[1]:Instance()
    self.emitter[2] = tolua.cast(self.emitter[2],"Emitter")
    self.emitter[2]:SetMaterial("Materials/Effects/bloodspatter.mat")
    self.emitter[2]:SetColor(1,1,1,0.25)
    self.emitter[2]:SetParticleCount(3)
    self.emitter[2]:SetReleaseQuantity(3)
    self.emitter[2]:SetDuration(200)
    self.emitter[2]:SetEmissionVolume(0,0,0)
    self.emitter[2]:SetMaxScale(1)
    self.emitter[2]:SetRotationSpeed(10)
    self.emitter[2]:AddScaleControlPoint(0,0)
    self.emitter[2]:AddScaleControlPoint(1,1)
    self.emitter[2]:SetVelocity(0,0,0,0)
    self.emitter[2]:SetVelocity(0,0,0,1)
    self.emitter[2]:Hide()
    
    --[[if self.autogive then
        local player,n
        for n,player in ipairs(players) do
            player:AddWeapon(self,self.index)
        end
    end]]--

    self.entity:Hide()
end

function Script:Holster()
    if self.entity:FindAnimationSequence("holster")>-1 then
        --self.animationmanager:SetAnimationSequence("holster",self.reloadspeed,0,1)--,self,self.EndHolster,25)        
        self.entity:PlayAnimation("holster",self.reloadspeed,0,1)
    end
end

function Script:Unholster()
    if self.entity:FindAnimationSequence("unholster")>-1 then
        --self.animationmanager:SetAnimationSequence("unholster",self.reloadspeed,0,1)
        self.entity:PlayAnimation("unholster",self.reloadspeed,0,1)    
        self.currentaction="unholster"
    end
end

function Script:Hide()
    self.entity:Hide()
    self.muzzlelight:Hide()
end

function Script:FindScriptedParent(entity,func)
    while entity~=nil do
        if entity.script then
            if type(entity.script[func])=="function" then
                --if entity.script.enabled~=false then
                    return entity
                --else
                --    return nil
                --end
            end
        end
        entity = entity:GetParent()
    end
    return nil
end

function Script:BeginJump()
    self.jumpoffset = -180
end

function Script:BeginLand()
    self.landoffset = -180
end

function Script:FinalizeReload()
    self.currentaction=nil
    if self.cancelreload then
        self.cancelreload=false
    end
end

function Script:EndReload()
    if self.entity:FindAnimationSequence("ReloadLoop")>-1 then
        if self.ammo>0 and self.clipammo<self.clipsize and (self.reloadedshells==0 or self.cancelreload==false) then
            if self.sound.reload~=nil then
                self.sound.reload:Play()
            end
            --self.animationmanager:SetAnimationSequence("ReloadLoop",self.reloadspeed,300,1,self,self.EndReload)
            self.entity:PlayAnimation("ReloadLoop",self.reloadspeed,300,1,"EndReload")
            self.clipammo = self.clipammo + 1
            self.ammo = self.ammo - 1
            self.reloadedshells = self.reloadedshells + 1
        else
            --self.animationmanager:SetAnimationSequence("ReloadEnd",self.reloadspeed,300,1,self,self.FinalizeReload)
            self.entity:PlayAnimation("ReloadEnd",self.reloadspeed,300,1,"FinalizeReload")
        end
    else
        self.currentaction=nil
        local rounds = self.clipsize - self.clipammo
        rounds = math.min(self.ammo,rounds)
        self.ammo = self.ammo - rounds
        self.clipammo = self.clipammo + rounds
    end
end

function Script:CanReload()
    if self.currentaction==nil then return true else return false end
end

function Script:Reload()
    if self.currentaction==nil then
        self.cancelreload=false
        if self.clipammo<self.clipsize and self.ammo>0 and self.currentaction==nil then
            self.currentaction="reload"
            self.reloadedshells=0
            if self.entity:FindAnimationSequence("Reload")>-1 then
                --self.animationmanager:SetAnimationSequence("Reload",self.reloadspeed,300,1,self,self.EndReload)
                self.entity:PlayAnimation("Reload",self.reloadspeed,300,1,"EndReload")
                self.reloadstarttime=Time:GetCurrent()
                if self.sound.reload~=nil then self.sound.reload:Play() end
            elseif self.entity:FindAnimationSequence("ReloadStart")>-1 then
                --self.animationmanager:SetAnimationSequence("ReloadStart",self.reloadspeed,300,1,self,self.EndReload)
                self.entity:PlayAnimation("ReloadStart",self.reloadspeed,300,1,"EndReload")
            end                
        end
    end
end

function Script:FinalizeFire()
    self.currentaction=nil
end

function Script:EndFire()
    if self.entity:FindAnimationSequence("Pump")>-1 then
        --self.animationmanager:SetAnimationSequence("Pump",0.03,300,1,self,self.FinalizeFire)
        self.entity:PlayAnimation("Pump",0.03,300,1,"FinalizeFire")
        if self.sound.pump~=nil then self.sound.pump:Play() end
    else
        self.currentaction=nil
    end
end

function Script:UpdateWorld()
    local bullet,n,dist
    local pickinfo=PickInfo()
    local firstbullet=true
    local travel
    
    for n,bullet in ipairs(self.bullets) do
        
        --Check how far the bullet has travelled
        dist = (bullet.position-bullet.origin):Length()
        if dist>self.bulletrange then
            table.remove(self.bullets,n)
            bullet.sprite:Release()
            bullet=nil
        end
        
        if bullet~=nil then
            travel = bullet.velocity/60.0*Time:GetSpeed()
            if self.entity.world:Pick(bullet.position,bullet.position+travel,pickinfo,0,true,Collision.Projectile) then
                
                --Find first parent with the Hurt() function
                local enemy = self:FindScriptedParent(pickinfo.entity,"Hurt")
                
                --local sph = Model:Sphere()
                --sph:SetPosition(pickinfo.position)
                
                --Bullet mark decal
                local mtl
                local scale = 0.1
                if enemy~=nil then
                    mtl = Material:Load("Materials/Decals/wound.mat")
                    scale = 0.1
                else
                    if pickinfo.surface~=nil then
                        local pickedmaterial = pickinfo.surface:GetMaterial()
                        if pickedmaterial~=nil then
                            rendermode = pickedmaterial:GetDecalMode()
                         end
                    end
                    mtl = Material:Load("Materials/Decals/bulletmark.mat")
                end
                local decal = Decal:Create(mtl)
                decal:AlignToVector(pickinfo.normal,2)
                decal:Turn(0,0,Math:Random(0,360))
                decal:SetScript("Scripts/Objects/Effects/BulletMark.lua")
                if mtl~=nil then mtl:Release() end
                decal:SetPosition(pickinfo.position)
                decal:SetParent(pickinfo.entity)
                
                --Apply global scaling
                local mat = decal:GetMatrix()
                mat[0] = mat[0]:Normalize() * scale
                mat[1] = mat[1]:Normalize() * scale
                mat[2] = mat[2]:Normalize() * scale    
                decal:SetMatrix(mat)
                
                table.remove(self.bullets,n)
                
                bullet.sprite:Release()
                
                if enemy~=nil then
                    if enemy.script.health>0 then
                        enemy.script:Hurt(self.bulletdamage,self.player)
                        --kills counter
                        --if enemy.script.health <=0 then
                          --  self.player.kills = self.player.kills + 1
                       -- end
                    end
                    
                    --Blood emitter
                    --[[e = self.emitter[2]:Instance()
                    e = tolua.cast(e,"Emitter")
                    e:Show()
                    e:SetLoopMode(false,true)
                    e:SetPosition(pickinfo.position+pickinfo.normal*0.1)
                    e:SetVelocity(0,0,0)]]--
                    
                else
                    
                    --Add a temporary particle emitter for bullet effects
                    local e
                    
                    e = self.emitter[0]:Instance()
                    e = tolua.cast(e,"Emitter")
                    e:Show()
                    e:SetLoopMode(false,true)
                    e:SetPosition(pickinfo.position)
                    local v=3
                    e:SetVelocity(pickinfo.normal.x*v,pickinfo.normal.y*v,pickinfo.normal.z*v,0)
                    
                    --Smoke emitter
                    e = self.emitter[1]:Instance()
                    e = tolua.cast(e,"Emitter")
                    e:Show()
                    e:SetLoopMode(false,true)
                    e:SetPosition(pickinfo.position+pickinfo.normal*0.1)
                    local v=0.2
                    e:SetVelocity(pickinfo.normal.x*v,pickinfo.normal.y*v,pickinfo.normal.z*v,0)
                    
                    --Play bullet impact noise
                    e:EmitSound(self.sound.ricochet[math.random(#self.sound.ricochet)],30)
                    
                    if pickinfo.entity~=nil then
                        
                        --Add impulse to the hit object
                        if pickinfo.entity:GetMass()>0 then
                            --local force = pickinfo.normal*-1*self.bulletforce
                            local dir = bullet.velocity:Normalize()
                            local force = dir * self.bulletforce * math.max(0,-pickinfo.normal:Dot(dir))
                            --force = force * math.max(0,-pickinfo.normal:Dot(d))--multiply by dot product of velocity and collided normal, to weaken glancing blows
                            pickinfo.entity:AddPointForce(force,pickinfo.position)
                        end
                        
                        --Extract a partial surface from the hit surface and make a bullet mark
                        --To be added later
                        --if pickinfo.surface~=nil then
                        --    local aabb = AABB(pickinfo.position-radius,pickinfo.position+radius)    
                        --    local surf = pickinfo.surface:Extract(aabb)
                        --end
                    end
                end
                
            else
                bullet.position = bullet.position+travel
                bullet.sprite:SetPosition(bullet.position - bullet.velocity:Normalize()*1)
                if bullet.sprite:Hidden() then
                    dist = (bullet.position-bullet.origin):Length()
                    if dist>bullet.sprite:GetSize().y then
                        bullet.sprite:Show()
                    end
                end
            end
        end
        firstbullet = false
    end
end

function Script:Fire()
    if self.player.weaponlowerangle==0 then
        local currenttime=Time:GetCurrent()
        if self.lastfiretime==nil then self.lastfiretime=0 end
        if currenttime-self.lastfiretime>self.refirerate then
            if self.currentaction==nil then            
                self.lastfiretime = currenttime
                if self.clipammo==0 then
                    if self.sound.dryfire then
                        if self.suspenddryfire~=true then
                            self.sound.dryfire:Play()
                        end
                    end
                else
                    self.currentaction="fire"
                    if #self.sound.fire>0 then
                        self.sound.fire[math.random(#self.sound.fire)]:Play()                    
                    end
                    self.clipammo = self.clipammo - 1
                    self.firetime = Time:GetCurrent()
                    self.muzzlelight:Point(self.player.camera,1)
                    self.muzzlelight:Show()
                    self.muzzleflash:SetAngle(math.random(0,360))
                    --self.animationmanager:SetAnimationSequence("Fire",self.firespeed,300,1,self,self.EndFire)
                    self.entity:PlayAnimation("Fire",self.firespeed,300,1,"EndFire")
                    
                    --Spawn bullet
                    local n
                    for n=1,self.pellets do
                        local d = Transform:Normal(0,0,1,self.player.camera,nil)
                        d = d + Vec3(math.random(-1,1),math.random(-1,1),math.random(-1,1)) * self.scatter
                        d = d:Normalize()
                        local p
                        if self.muzzle then
                            p=self.muzzle:GetPosition(true)
                            self:SpawnBullet(p,d*self.bulletspeed)
                        else
                            System:Print("Warning: Muzzle entity not found.")
                        end                                                
                    end
                end
            else
                self.cancelreload=true
            end
        end
    end
end

--Creates a bullet
function Script:SpawnBullet(position,velocity)
    local bullet = {}
    bullet.sprite = tolua.cast(self.tracer:Instance(),"Sprite")
    bullet.sprite:SetPosition(position)
    bullet.sprite:AlignToVector(velocity)
    bullet.sprite:Hide()
    bullet.position = position
    bullet.origin = Vec3(position.x,position.y,position.z)
    bullet.velocity = velocity
    table.insert(self.bullets,bullet)
end

function Script:Draw()
    
    local t = Time:GetCurrent()

    if self.muzzlelight:Hidden()==false then
        if t-self.firetime>50 then
            self.muzzlelight:Hide()
        end
    end
    
    local jumpbob = 0
    
    if self.jumpoffset<0 then
        jumpbob = (Math:Sin(self.jumpoffset))*0.01
        self.jumpoffset = self.jumpoffset + 8*Time:GetSpeed()
    end
    
    if self.landoffset<0 then
        jumpbob = jumpbob + (Math:Sin(self.landoffset))*0.01
        self.landoffset = self.landoffset + 10*Time:GetSpeed()
    end

    --Animate the weapon
    local bob = 0;
    local speed = math.max(0.1,self.player.entity:GetVelocity():xz():Length())
    if self.player.entity:GetAirborne() then speed = 0.1 end
    self.swayspeed = Math:Curve(speed,self.swayspeed,20)
    self.swayspeed = math.max(0.5,self.swayspeed)
    self.amplitude = math.max(2,Math:Curve(speed,self.amplitude,20))
    self.timeunits = self.timeunits + self.swayspeed*4*Time:GetSpeed()
    local sway = math.sin(self.timeunits/120.0) * self.amplitude * self.maxswayamplitude
    bob = (1-math.cos(self.timeunits/60.0)) * self.maxswayamplitude * 0.1 * self.amplitude
    local campos = self.player.camera:GetPosition(true)
    
    self.smoothedposition.x = campos.x
    self.smoothedposition.y = Math:Curve(campos.y,self.smoothedposition.y,2)
    self.smoothedposition.z = campos.z
    self.entity:SetRotation(self.rotation)    
    self.entity:SetPosition(sway*self.entity.scale.x,bob+jumpbob,0)
    self.entity:Translate(self.offset,false)
    
    --self.animationmanager:Update()
end

function Script:Release()
    if self.emitter~=nil then
        self.emitter[0]:Release()
        self.emitter[1]:Release()
        self.emitter[2]:Release()
        self.emitter=nil
    end
    if self.sound~=nil then
        ReleaseTableObjects(self.sound)
        self.sound=nil
    end
end

function Script:Cleanup()
    self.tracer:Release()
end

 


 

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  • 1 year later...

The above codes work well, the only issue I've found is trying to "pick up ammo" when you don't have the gun first.

Would but no problem for a linear map, but I'm trying to make a small roaming map.

I think the problem I'm facing is trying to add the 'ammo amount' to the 'weapons table index' when the index is nil

 

I'm very new to this, I can follow the steps how weapon index adds a weapon, would it be easier to have a second index just for ammo? or can you can ammo and not the weapon? by changing the vwep scripts?

 

I'm using the default from LW4.6 and the above scripts for ammo pick

 

thanks in advance

 

Gigabyte 990FXA-UD7 -- AMD FX-9370 8c -- 16GB RAM -- 2x ATi HD7970 3GB -- Water-cooled system

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Honestly it would be better to have a separate table for all the different ammo type counts. Ammo and weapons are different things so it makes sense to store them differently. I'd then fill out this ammo table with each ammo type and just set their counts to 0 to start with.

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58 minutes ago, Rick said:

Honestly it would be better to have a separate table for all the different ammo type counts. Ammo and weapons are different things so it makes sense to store them differently. I'd then fill out this ammo table with each ammo type and just set their counts to 0 to start with.

Thank you for your reply.  was hoping for a workaround, but looks like I'll have to learn more about tables, and write my first one

Gigabyte 990FXA-UD7 -- AMD FX-9370 8c -- 16GB RAM -- 2x ATi HD7970 3GB -- Water-cooled system

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