All pastes #107085 Raw Edit

Aniweapon

public text v1 · immutable
#107085 ·published 2006-07-30 20:42 UTC
rendered paste body
#Global Hooks

$Simulation:

[

if missioninit == nil then
-- // MISSION INIT //
-- remember to //LOAD ALL// the required graphic files!
   anitexture01 = gr.loadTexture("sf_cl2_aniparticle_0000")
   anitexture02 = gr.loadTexture("sf_cl2_aniparticle_0001")
   anitexture03 = gr.loadTexture("sf_cl2_aniparticle_0002")
   anitexture04 = gr.loadTexture("sf_cl2_aniparticle_0003")
   anitexture05 = gr.loadTexture("sf_cl2_aniparticle_0004")
   anitexture06 = gr.loadTexture("sf_cl2_aniparticle_0005")
   anitexture07 = gr.loadTexture("sf_cl2_aniparticle_0006")
   anitexture08 = gr.loadTexture("sf_cl2_aniparticle_0007")
   anitexture09 = gr.loadTexture("sf_cl2_aniparticle_0008")
   anitexture10 = gr.loadTexture("sf_cl2_aniparticle_0009")
   anitexture11 = gr.loadTexture("sf_cl2_aniparticle_0010")
   anitexture12 = gr.loadTexture("sf_cl2_aniparticle_0011")
   anitexture13 = gr.loadTexture("sf_cl2_aniparticle_0012")
   anitexture14 = gr.loadTexture("sf_cl2_aniparticle_0013")
   anitexture15 = gr.loadTexture("sf_cl2_aniparticle_0014")
   anitexture16 = gr.loadTexture("sf_cl2_aniparticle_0015")
   anitexture17 = gr.loadTexture("sf_cl2_aniparticle_0016")
   anitexture18 = gr.loadTexture("sf_cl2_aniparticle_0017")
   anitexture19 = gr.loadTexture("sf_cl2_aniparticle_0018")
   anitexture20 = gr.loadTexture("sf_cl2_aniparticle_0019")
   anitexture21 = gr.loadTexture("sf_cl2_aniparticle_0020")
   anitexture22 = gr.loadTexture("sf_cl2_aniparticle_0021")
   anitexture23 = gr.loadTexture("sf_cl2_aniparticle_0022")
   anitexture24 = gr.loadTexture("sf_cl2_aniparticle_0023")
   anitexture25 = gr.loadTexture("sf_cl2_aniparticle_0024")
   anitexture26 = gr.loadTexture("sf_cl2_aniparticle_0025")
   anitexture27 = gr.loadTexture("sf_cl2_aniparticle_0026")
   anitexture28 = gr.loadTexture("sf_cl2_aniparticle_0027")
   anitexture29 = gr.loadTexture("sf_cl2_aniparticle_0028")
   anitexture30 = gr.loadTexture("sf_cl2_aniparticle_0029")
   anitexture31 = gr.loadTexture("sf_cl2_aniparticle_0030")
   anitexture32 = gr.loadTexture("sf_cl2_aniparticle_0031")
   anitexture33 = gr.loadTexture("sf_cl2_aniparticle_0032")
   anitexture34 = gr.loadTexture("sf_cl2_aniparticle_0033")
   anitexture35 = gr.loadTexture("sf_cl2_aniparticle_0034")
   anitexture36 = gr.loadTexture("sf_cl2_aniparticle_0035")
   anitexture37 = gr.loadTexture("sf_cl2_aniparticle_0036")
   anitexture38 = gr.loadTexture("sf_cl2_aniparticle_0037")
   anitexture39 = gr.loadTexture("sf_cl2_aniparticle_0038")
   anitexture40 = gr.loadTexture("sf_cl2_aniparticle_0039")
   anitexture41 = gr.loadTexture("sf_cl2_aniparticle_0040")
   anitexture42 = gr.loadTexture("sf_cl2_aniparticle_0041")
   anitexture43 = gr.loadTexture("sf_cl2_aniparticle_0042")
   anitexture44 = gr.loadTexture("sf_cl2_aniparticle_0043")
   anitexture45 = gr.loadTexture("sf_cl2_aniparticle_0044")
-- define nullvec
   nullvec = ma.newVector(0,0,0)
   missioninit = 1
end


-- // PER FRAME // Simulation
-- get the proper weapons
for i = 1,mn.getNumWeapons() do
   frametime = ba.getFrametime()
   weapon = mn.getWeaponByIndex(i)
   weaponname = weapon.Class.Name
   if weaponname == "Charged Laser II" then
      lifetime = weapon.LifeLeft
      -- set //LENGHT OF THE ANIMATION //
      anilenght = 1.8
      -- calculates the required frame number
      modulolife = math.mod(lifetime,anilenght)
      remntlife = modulolife / anilenght
      -- //ADD MORE// if additional frames are required
      remntlife = 45 * remntlife
      if remntlife > 44 then
         anitexture = anitexture01
      elseif remntlife > 43 then
         anitexture = anitexture02
      elseif remntlife > 42 then
         anitexture = anitexture03
      elseif remntlife > 41 then
         anitexture = anitexture04
      elseif remntlife > 40 then
         anitexture = anitexture05
      elseif remntlife > 39 then
         anitexture = anitexture06
      elseif remntlife > 38 then
         anitexture = anitexture07
      elseif remntlife > 37 then
         anitexture = anitexture08
      elseif remntlife > 36 then
         anitexture = anitexture09
      elseif remntlife > 35 then
         anitexture = anitexture10
      elseif remntlife > 34 then
         anitexture = anitexture11
      elseif remntlife > 33 then
         anitexture = anitexture12
      elseif remntlife > 32 then
         anitexture = anitexture13
      elseif remntlife > 31 then
         anitexture = anitexture14
      elseif remntlife > 30 then
         anitexture = anitexture15
      elseif remntlife > 29 then
         anitexture = anitexture16
      elseif remntlife > 28 then
         anitexture = anitexture17
      elseif remntlife > 27 then
         anitexture = anitexture18
      elseif remntlife > 26 then
         anitexture = anitexture19
      elseif remntlife > 25 then
         anitexture = anitexture20
      elseif remntlife > 24 then
         anitexture = anitexture21
      elseif remntlife > 23 then
         anitexture = anitexture22
      elseif remntlife > 22 then
         anitexture = anitexture23
      elseif remntlife > 21 then
         anitexture = anitexture24
      elseif remntlife > 20 then
         anitexture = anitexture25
      elseif remntlife > 19 then
         anitexture = anitexture26
      elseif remntlife > 18 then
         anitexture = anitexture27
      elseif remntlife > 17 then
         anitexture = anitexture28
      elseif remntlife > 16 then
         anitexture = anitexture29
      elseif remntlife > 15 then
         anitexture = anitexture30
      elseif remntlife > 14 then
         anitexture = anitexture31
      elseif remntlife > 13 then
         anitexture = anitexture32
      elseif remntlife > 12 then
         anitexture = anitexture33
      elseif remntlife > 11 then
         anitexture = anitexture34
      elseif remntlife > 10 then
         anitexture = anitexture35
      elseif remntlife > 9 then
         anitexture = anitexture36
      elseif remntlife > 8 then
         anitexture = anitexture37
      elseif remntlife > 7 then
         anitexture = anitexture38
      elseif remntlife > 6 then
         anitexture = anitexture39
      elseif remntlife > 5 then
         anitexture = anitexture40
      elseif remntlife > 4 then
         anitexture = anitexture41
      elseif remntlife > 3 then
         anitexture = anitexture42
      elseif remntlife > 2 then
         anitexture = anitexture43
      elseif remntlife > 1 then
         anitexture = anitexture44
      elseif remntlife >= 0 then
         anitexture = anitexture45
      end
      -- finally, be nice and draw the particle
      ts.createParticle(weapon.Position,nullvec,frametime,15,"bitmap",-1,false,anitexture)
   end
end

-- Odd method is used for rendering to prevent all the effects from being in the same 'phase'
-- Also this is to avoid possible issues of having too long affects that would 'keep' on the
-- effects course but which would not actually be attached to it

]

#End