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Astrocuco


Yue
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10 minutes ago, Slastraf said:

I really like the camera movement, even when the character is running it shakes a little. This adds much weight to the animation

This is because the character's nape bone serves as a starting point for the camera implementation system, where behind the character is another pivot where the camera is positioned. So when the character moves, the camera follows the movements of that neck bone.

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There will be a total of three resources, Scrap, Polymer and electronic components.  This is intended to make repairs, build facilities and thus improve them. 

Other than that we have health kit, oxygen kit and activities to improve endurance.

The inventory menu will be at the bottom, something very simple.

image.thumb.png.c09748edaa063569115b07f661e5ec9b.png

 

 

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--##################################################
--# Proyecto 	: Astrocuco
--# Scripter  	: Yue Rexie.
--# Sitio Web	: https://www.iris3dgames.xyz
--# Fichero		: CSound.lua
--##################################################
--# Notas		: Clase CSound para crear objeto 
--#				  Sound.
--##################################################

CSound={

	Create=function(self)

		local this={}
		setmetatable(this,self)
		self.__index = self

		function this:Init()
			
			self.sSteps = Sound:Load("Sound/Caminar.wav")
			self.source = Source:Create()
			self.source:SetSound(self.sSteps)
			self.source:SetLoopMode(true)
			self.sSteps:Release()
			self.source:Pause()
			self.source:SetVolume(1)
			self.Hud  = World:GetCurrent():FindEntity("Hud")

			System:Print(">>>### OBJETO SOUND CREADO ###<<<")
		end

		function this:Update()
			self.source:SetPitch(0.9)
			if self.Hud.script.gLife > 1 then 
				if player:GetAirborne() == false then 
					-- Player Walk.
					if Window:GetCurrent():KeyDown(Key.Shift) == false then
						if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S)  then 
							if self.source:GetState() == Source.Paused  then 
								
								self.source:Resume()
							end
						else
							self.source:Pause()
						end
					else 
						self.source:SetPitch(2)
						-- Player Run.
						if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S)  then 
							if self.source:GetState() == Source.Paused  then 
								
								self.source:Resume()
							end
						else
							self.source:Pause()
						end	
					end
				else 
					self.source:Pause()
				end
			else 
				self.source:Pause()
			end
		end 
		

		this:Init()
		return(this)


	end


}

 

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This almost took my eye out. :D

 

mport("Scripts/Game/Sounds/CSound.lua")

function Script:Start()
	
	self.Hud  = World:GetCurrent():FindEntity("Hud")

	self.steps    = CSound:Create("Caminar")
	self.heart    = CSound:Create("Corazon")
	self.asphyxia = CSound:Create("Ahogo")

	self.steps:SetVolume(0.1)
	self.heart:SetVolume(0.2)
	self.asphyxia:SetVolume(0.1)
	
	self.sPain = CSound:Create("Dolor")
	self.sPain:SetLoopMode(false)
	self.sPain:SetVolume(0.15)
self.x = false
end



function Script:UpdateWorld()

	
		self:UpdateSoundHeart()
		self:UpdateWalkSound()

end



function Script:UpdateWalkSound()
	
		if showMenu == 0 then
		
			self.steps:SetPitch(0.9)
			if self.Hud.script.gLife > 1 then 
				self.x = false
				if player:GetAirborne() == false then 
					-- Player Walk.
					if Window:GetCurrent():KeyDown(Key.Shift) == false then
						
						if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S)  then 
							if self.steps:GetState() == Source.Paused  then 
							
								self.steps:Resume()
							end
						else
							self.steps:Pause()
						end
					else 
						
						self.steps:SetPitch(2)
						-- Player Run.
						if Window:GetCurrent():KeyDown(Key.W) or Window:GetCurrent():KeyDown(Key.S)  then 
							if self.steps:GetState() == Source.Paused  then 
								
								self.steps:Resume()
							end
						else
							self.steps:Pause()
						end	
					end
				else 
					self.steps:Pause()
				
				end
			else 
				
				self.steps:Pause()
				
				
			end
		else
				
			self.steps:Pause()
			
		end
		
		
		if player.script.ragdoll == true and self.x == false  then 
			self.sPain:Play()
			self.x = true
		end

end 

function Script:UpdateSoundHeart()
	

	if showMenu == 0 then 
		if self.Hud.script.gLife < 1 then
			
				self.heart:Pause()
				self.asphyxia:Pause()
		end 
	
		
		
		if self.heart:GetState() == Source.Paused  then
			if self.Hud.script.gOxygen == 1 and self.Hud.script.gLife > 1  then
			self.heart:Resume()
			self.asphyxia:Resume()
			end
		
		end

		if self.Hud.script.gOxygen > 1 then 
			self.heart:Pause()
			self.asphyxia:Pause()
		end
	else 
	
		self.heart:Pause()
		self.asphyxia:Pause()
	
		
	end 		
	
end

 

 

 

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  • Josh changed the title to Astrocuco

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