OK, I am trying to do 3 things:
1. The ol' shoot panel, close door: I have an animation set up in zero editor, and this is the code I stuck under scriptpostload (yes, I named the object panel in ZE) and am using:
OnObjectKillName(PlayAnimDown, "panel")
function PlayAnimDown()
PauseAnimation("closedoor");
RewindAnimation("closedoor");
PlayAnimation("closedoor");
end
Problem is, this does nothing when I destroy the Panel ingame.
2. I also have some turret troubles, firstly I am using the clone wars era and the tur_bldg_chaingun_tripod is missing its sounds, I've tried a few things but I'm thinking I should just replace this:
TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = "vehicle_equip defer"
TurretStartSound = ""
TurretStopSound = ""
But am unsure exactly what to replace it with.
3. I am trying to set up a control chair so that it controls a turret remotely, but I'm not sure what I need to put in my LUA/ODF to make this work. A control chair doesn't have to be linked to more than one turret, or have more than one control chair, right?
EDIT: I believe I have solved #3 and #1, thought #2 remains an issue
Need a bit of LUA/ODF help.
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- AgentSmith_#27
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Need a bit of LUA/ODF help.
Last edited by AgentSmith_#27 on Mon Jul 05, 2010 3:12 pm, edited 1 time in total.
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genaral_mitch
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Re: Need a bit of LUA/ODF help.
For the sounds, just pick a similar sound found in the GCW era (if your era is CW, then find some in CW.). So if you're puting the turret in the CW era, Just replace that with the sound the ATTE turret uses when it moves.
Code: Select all
TurretYawSound = "turret_whir_yaw_lp defer"
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Re: Need a bit of LUA/ODF help.
I've tried a pile of different sounds, still nothing. It makes the turning sounds but not firing. Also what I've done is placed my control chair my custom side, called it in the side req and given it it's own req, and linked it to a space turret in ZE, but it refuses to appear in-game (It will appear if I change it to a prop) Incidently, the chair is the (I think) unused stock CIS one.
EDIT: This is the most recent desperation setting I've tried for the turrets:
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "turret_whir_yaw_lp"
TurretActivateSound = "turret_whir_yaw_lp"
TurretDeactivateSound = "turret_whir_yaw_lp"
TurretStartSound = "turret_whir_yaw_lp"
TurretStopSound = "turret_whir_yaw_lp"
STILL NOTHING! I haven't tried a Manual Clean yet, but I don't see why that would make a difference. It munges the odf and everything.
EDIT:
Hidden/Spoiler:
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = "turret_whir_yaw_lp"
TurretActivateSound = "turret_whir_yaw_lp"
TurretDeactivateSound = "turret_whir_yaw_lp"
TurretStartSound = "turret_whir_yaw_lp"
TurretStopSound = "turret_whir_yaw_lp"
STILL NOTHING! I haven't tried a Manual Clean yet, but I don't see why that would make a difference. It munges the odf and everything.
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Re: Need a bit of LUA/ODF help.
With your lua issue, do you need another end on the end of that? Just an idea. Also, does the animation work fine in ZE when you play it?
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Re: Need a bit of LUA/ODF help.
For 1, you are attempting to use the PlayAnimDown function before you define/create it. To fix this, simply move the OnObjectKill line after the end of the function.
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Re: Need a bit of LUA/ODF help.
Edit: Okay, I solved the problem, thanks for the tip on that zerted. I was adding Mav's koltotank and realized that I had misunderstood. Instead of calling closedoor (the anim name) I had to call the groupname, blastdoor. My other two problems still remain.
