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Found 1 result

  1. Rick

    DoWait() working

    So I was able to get DoWait() working. It's not 100% ideal because you have to piggy back off another entities Update() method because of the limitation of not being able to have any global values. If you would like to try it out I'll give the steps here. 1. Make a file under the /Scripts directory named cr.lua and paste this code in it: tblWait = {} waitID = 1 clsWait = {} clsWait.__index = clsWait function clsWait.create(tm, func) local wait = {} setmetatable(wait, clsWwait) wait.interval = tm wait.cr = func wait.createTime = AppTime() return wait end function Init() -- clear the table for i=1, table.getn(tblWait) do table.remove(tblWait, i) end SetGlobalNumber("game", 2) end function RunScript(func) cr = coroutine.create(func) coroutine.resume(cr, cr) end function DoWait(cr, interval) a = clsWait.create(interval, cr) tblWait[waitID] = a waitID = waitID + 1 coroutine.yield() end function UpdateCR() local tblDeleteWait = {} local i = 1 for k, v in pairs(tblWait) do if(AppTime() - v.createTime > v.interval) then coroutine.resume(v.cr, v.cr) tblDeleteWait[i] = i end i = i + 1 end for k, v in pairs(tblDeleteWait) do table.remove(tblDeleteWait, v) end end 2. Replace your fpscontroller.lua code with the below code: (note backup your file ) All I did was create 2 global numbers and changed how the loop ends. You can end it with an escape if you like dofile("Scripts/constants/collision_const.lua") dofile("Scripts/constants/engine_const.lua") dofile("Scripts/LinkedList.lua") dofile("Scripts/filesystem.lua") dofile("Scripts/math.lua") dofile("scripts/classes/bullet.lua") fw=GetGlobalObject("framewerk") if fw==nil then Notify("Null framewerk object.",1) return end --Variables dx=0.0 dy=0.0 camerapitch=0.0 camerayaw=0.0 move=0.0 strafe=0.0 --Create a player controller controller=CreateController(1.8,0.45,0.25,45) controller:SetCollisionType(COLLISION_CHARACTER,0) controller:SetPositionf(0,2,0,0) controller:SetMass(10) controller:SetPosition(fw.main.camera.position) camerapitch=fw.main.camera.rotation.x camerayaw=fw.main.camera.rotation.y controller:Move(Vec3(0,-0.9,0)) local gunscale=0.6 local vwep = LoadMesh("abstract::vwep_hands.gmf") LoadMesh("abstract::vwep_gun.gmf",vwep) vwep:SetParent(fw.main.camera,0) vwep:SetPosition(Vec3(-0.18*gunscale,-0.03*gunscale,0.37*gunscale),0) vwep:SetScale(Vec3(0.04*gunscale,0.04*gunscale,0.04*gunscale)) local gundisplayposition = vwep:GetPosition() sound_gunshot = LoadSound("abstract::gunshot.ogg") source_gunshot = CreateSource(sound_gunshot) source_gunshot:SetVolume(0.5) vwep :SetShadowMode(0,1) local displayposition=Vec3(-0.26/2.0,-0.03,0.19) local muzzleflash = CreatePointLight(3) muzzleflash:SetParent( vwep ) muzzleflash:SetColor(Vec4(1,0.6,0.0,1.0)) muzzleflash:SetPosition( displayposition ) muzzleflash:SetShadowMode(0) HideMouse() MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2) FlushKeys() FlushMouse() local pick local camera = fw.main.camera local remainingtime local starttime=AppTime() local gameduration=2--length of game in minutes local gamemode=0 gunpos = vwep.position:Copy() local smoothedgunswayamplitude=0.0 local smoothedgunswayspeed =0.0 local guntime = 0.0 local recoil = 0.0 local lastfiretime=0.0 local smoothrecoil=0.0 local swaydamping=0.0 local smoothswaydamping=0.0 local lightsmoothing =0.0 local gunlight = 0.0 --Flashlight flashlight = {} flashlight.light = CreateSpotLight(8) flashlight.light:Hide() flashlight.sound_switch = LoadSound("abstract::switch.wav") flashlight.state=0 flashlight.light:SetConeAngles(30,35) flashlight.light:SetRotation(Vec3(5,0,0)) flashlight.light:SetShadowmapSize(512) flashlight.light:Paint(LoadMaterial("abstract::flashlight.mat")) function flashlight:SetState( state ) if state~=self.state then self.state=state if state==0 then self.light:Hide() else self.light:Show() end if self.sound_switch~=nil then self.sound_switch:Play() end end end function ShootBullet( position, direction ) -- local speed=100.0 -- local pick = LinePick( position, Vec3(position.x+direction.x * speed) ) end SetGlobalNumber("game", 1) SetGlobalNumber("runGame", 1) --main function --while KeyHit(KEY_ESCAPE)==0 do while GetGlobalNumber("runGame") == 1 do jump=KeyHit(KEY_SPACE)*6.0 if controller:IsAirborne()==1 then jump=0 end if KeyHit(KEY_ESCAPE) == 1 then SetGlobalNumber("runGame", 2) end local time = AppTime()/3200.0 local frame = time*(179.0-96.0)+96.0 frame=clamp( frame, 96, 179 ) vwep:Animate(96,1,0,1) --Camera look gx=round(GraphicsWidth()/2) gy=round(GraphicsHeight()/2) dx=Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed()) dy=Curve((MouseY()-gy)/4.0,dy,3.0/AppSpeed()) MoveMouse(gx,gy) camerapitch=camerapitch+dy camerayaw=camerayaw-dx camerapitch=math.min(camerapitch,90) camerapitch=math.max(camerapitch,-90) fw.main.camera:SetRotationf(camerapitch,camerayaw,0,1) movespeed=6 movesmoothing=10 if controller:IsAirborne()==1 then movesmoothing=200 end --Player movement move=Curve( (KeyDown(KEY_W)-KeyDown(KEY_S))*movespeed,move,movesmoothing) strafe=Curve( (KeyDown(KEY_D)-KeyDown(KEY_A))*movespeed,strafe,movesmoothing) --Use objects if KeyHit(KEY_E)==1 then pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0) if pick~=nil then repeat if pick.entity:GetClass()==ENTITY_MODEL then break end pick.entity=pick.entity.parent until pick.entity==nil if pick.entity~=nil then pick.entity:SendMessage("use",controller,0) end end end --Update controller controller:Update(camerayaw,move,strafe,jump,40,10) fw:Update() if KeyHit(KEY_F)==1 then flashlight:SetState(1-flashlight.state) end --Position camera camera:SetPositionf(controller.position.x,controller.position.y+0.8,controller.position.z,1) time=AppTime() gunfirefrequency=80 gunswayspeed=0.001*20.0 gunoffset = gunpos:Copy() gunswayamplitude = 0.02 if KeyDown(KEY_W)==1 or KeyDown(KEY_D)==1 or KeyDown(KEY_A)==1 or KeyDown(KEY_S)==1 then gunswayamplitude = 0.03 gunswayspeed=0.005*20.0 end smoothedgunswayamplitude = Curve( gunswayamplitude, smoothedgunswayamplitude,8.0 ) smoothedgunswayspeed = Curve( gunswayspeed, smoothedgunswayspeed,8.0 ) if smoothrecoil<0.001 then guntime = guntime + AppSpeed() * smoothedgunswayspeed * math.max(0.0,1.0 - smoothswaydamping) end gunoffset.z = gunoffset.z - smoothrecoil * 0.05 --smoothedgunswayamplitude = smoothedgunswayamplitude * (1.0 - smoothswaydamping) gunoffset.x = gunoffset.x + math.sin( guntime ) * smoothedgunswayamplitude * gunscale gunoffset.y = gunoffset.y + (1.0-math.cos( guntime*2.0 )) * 0.005 * gunscale-- * math.min(1.0,1.0 - smoothswaydamping)) vwep:SetPosition( gunoffset ) recoil = recoil-0.1 swaydamping = math.max( swaydamping - 0.05, 0.0 ) recoil = math.max(recoil,0.0) smoothrecoil=Curve(recoil,smoothrecoil,3.0) smoothswaydamping = inc( swaydamping ,smoothswaydamping,0.01 ) gunlight = math.max( gunlight- 0.2, 0.0 ) lightsmoothing =gunlight-- Curve(gunlight,lightsmoothing,8.0) muzzleflash:SetColor(Vec4(1.0*lightsmoothing,0.6*lightsmoothing,0.0,1.0)) if lightsmoothing <0.01 then muzzleflash:Hide() end if MouseDown(1)==1 then if AppTime()-lastfiretime>gunfirefrequency then recoil = 1.0 lastfiretime=AppTime()+math.random(0,20) gunswayspeed=0.0 gunlight = 1.0 source_gunshot:Play() source_gunshot:SetPitch(1.0 + (math.random()-0.5)*0.05 ) swaydamping = 1.0 muzzleflash:Show() CreateBullet(vwep:GetPosition(1) , fw.main.camera.mat:K():Scale(300)) end end UpdateBullets() flashlight.light:SetPosition(fw.main.camera:GetPosition(1)) flashlight.light:SetRotationf( curveangle( fw.main.camera.rotation.x, flashlight.light.rotation.x, 3.0/AppSpeed() ), curveangle( fw.main.camera.rotation.y, flashlight.light.rotation.y, 3.0/AppSpeed() ) ) flashlight.light:Movef(-0.07,-0.04,0.02) print("Testing") fw:Render() Flip(0) end controller:Free() ShowMouse() 3. Open up the editor. 4. Create a terrain. 5. Drop the Monstertruck model class into your scene. 6. Open up the monsterstruck lua file from the editor and replace the code. Note, you may want to backup this file also. dofile("scripts/base.lua") dofile("scripts/cr.lua") function Spawn(model) local entity=base_Spawn(model) local pivot local suspensionlength=0.25 local springconstant=30.0 local springdamper=100.0 Print("Inside Spawn") init = false Init() entity.vehicle=CreateVehicle(model) entity.tire={} entity.model.userdata = entity.vehicle pivot=entity.model:FindChild("tireL1") if pivot~=nil then tireradius=pivot.aabb.h/2.0 entity.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) entity.tire[0]=LoadMesh("abstract::vehicle_monstertruck_tire_left.gmf") pivot:Hide() end pivot=entity.model:FindChild("tireL2") if pivot~=nil then tireradius=pivot.aabb.h/2.0 entity.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) entity.tire[1]=LoadMesh("abstract::vehicle_monstertruck_tire_left.gmf") pivot:Hide() end pivot=entity.model:FindChild("tireR1") if pivot~=nil then tireradius=pivot.aabb.h/2.0 entity.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) entity.tire[2]=LoadMesh("abstract::vehicle_monstertruck_tire_right.gmf") pivot:Hide() end pivot=entity.model:FindChild("tireR2") if pivot~=nil then tireradius=pivot.aabb.h/2.0 entity.vehicle:AddTire(TFormPoint(pivot.position,pivot.parent,model),tireradius,suspensionlength,springconstant,springdamper) entity.tire[3]=LoadMesh("abstract::vehicle_monstertruck_tire_right.gmf") pivot:Hide() end function entity:UpdateTires() for n=0,3 do if self.tire[n]~=nil then self.tire[n]:SetMatrix( self.vehicle:GetTireMatrix(n) ) end end end entity.model:SetKey("collisiontype",COLLISION_PROP) entity.model:SetKey("mass",1.0) return entity end function Kill(model) local entity entity=entitytable[model] if entity~=nil then if entity.tire[0]~=nil then entity.tire[0]:Free() end if entity.tire[1]~=nil then entity.tire[1]:Free() end if entity.tire[2]~=nil then entity.tire[2]:Free() end if entity.tire[3]~=nil then entity.tire[3]:Free() end end end function MyScript(cr) Print("Inside MyScript() before DoWait()") DoWait(cr, 10000) -- wait 5 seconds Print("Inside MyScript() after DoWait()") SetGlobalNumber("runGame", 2) -- exit the game end function Update(model) local model local entity for model,entity in pairs(entitytable) do entity:UpdateTires() end if(init == false) then if(GetGlobalNumber("game") == 1) then Print("Running MyScript") init = true RunScript(MyScript) end end UpdateCR() --Print("Inside monster truck") end 7. Run the game from the editor and wait 10 seconds. The game will automatically end and go back to the editor after 5 seconds. So what should you be looking for? in the monstertruck lua file I include cr.lua. This exposes some method and creates some tables. In the monster truck lua file I added UpdateCR() inside the Update() method. This is what I mean by piggy backing off another entities Update() method. If we would be able to have global variables you wouldn't need to do this step. In monstertruck I create a sort of init method. It makes it so when running in the game mode and the first time it calls Update() it'll run a function that defines the sequence you want to do. In this case it runs MyScript(). This is where the magic happens. It calls DoWait() and passes in 10000 (in ms 10 seconds). This is where it gets complicated to understand how it really works. If you take it at face value without knowing anything about programming it's easy. It means wait for 10 seconds but continue to run the game. Don't block the game for 10 seconds, that would be worthless. If you study cr.lua you can see how coroutines work. Basically I assigned MyScript() as a coroutine. This allows me to jump out of MyScript() at any time with a call to coroutine.yield() when that's called from inside MyScript(). So then the question is how would we get back inside MyScript()? The answer is inside DoWait() & UpdateCR(). DoWait() adds an entry to the a table that stores the coroutine created, how long to wait, and the started app time. Inside UpdateCR() it loops through all entries in this table to see if the interval time has past. When it does it uses the coroutine stored to start up the MyScript() function again at where it left off. So you can see how you can expand this to other functions. You can do a DoSound() that comes back after the sound file is completed. You can do a DoMove() which could move 1 entity to another at a given step and only come back into your sequence function when it reached it's destination. These 3 functions alone open up the door to so many interactive options that are easy to script.
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