salut tout le monde bon j'aimerais bien un peut d'aide car la je ne trouve pas
Surtout ce que je voudrais c'est savoir comment changer la distance pour toucher le joueur car j'ai test plus fois et sans resultat :snif2:
j'ai bien essayer de mettre ces lignes la mais sans resultat :pff:
et
si quelq'un pourrais bien m'aider ça serais super sympa
merci a vous :rolling:
Surtout ce que je voudrais c'est savoir comment changer la distance pour toucher le joueur car j'ai test plus fois et sans resultat :snif2:
require "Resources/Script/ActorStates_Constants.lua"
-------------------------------------------------------------------------------
--[[
±âº» Airgun ¼ÂÆÃ
InitLuaÀÎÀÚ
u32 uBeginTime
u32 uShootTime
u32 uMaxChargeTime
SVector3 vShotOrigin
float fShotOriginFront
bool bSettingAimedPoint
u32 uiCoolTime
SVector3 vOffset
]]--
-------------------------------------------------------------------------------
function StandardAirgun( OneShotTime, Power, Accuracy, AdditionalPower )
STATE:SetFrontOffset( 0 );
STATE:InitLua( 0, 1000, 3000, MAKEVECTOR3( 50, 280, 0 ), 250, false, 500, MAKEVECTOR3( -100.0, -100.0, -160.0 ) );
local range = WEAPON:GetRange();
Attack1 = CreateCAttack();
Attack1:InitAttack1( WEAPONTYPE_AIR_GUN, ATTACKATTRIB_AIRGUN, 50, (Power*1.0)+AdditionalPower, AddtionalPower );
Attack1:InitAttack2( MAKECONE( MAKEVECTOR3(0.0, 0.0, 0.0), MAKEVECTOR3( 0.0, 0.0, -1.0 ), 35, 300, 1000 ), 1, 1, false );
Attack1:SetCollisionRangeAdjust( false, false );
Attack1:SetCameraShakeEnable( true, true, 0 );
Attack1:SetCameraShakeSetFactor1( 50, 25, 5 );
Attack1:SetCameraShakeSetFactor2( 1.0, 1.0, 1000.0, 1000.0 );
Attack1:SetCameraShakeRandomDir( true );
Attack1:SetDistanceDamageLength( 9000 );
Attack1:AddBlowCondition( 3500, 3500 );
AddAttack( ATTACKS, Attack1 );
Attack1 = CreateCAttack();
Attack1:InitAttack1( WEAPONTYPE_AIR_GUN, ATTACKATTRIB_AIRGUN, 50, (Power*1.0)+AdditionalPower, AddtionalPower );
Attack1:InitAttack2( MAKECONE( MAKEVECTOR3(0.0, 0.0, 0.0), MAKEVECTOR3( 0.0, 0.0, -1.0 ), 35, 300, 1000 ), 1, 1, false );
Attack1:SetCollisionRangeAdjust( false, false );
Attack1:SetCameraShakeEnable( true, true, 0 );
Attack1:SetCameraShakeSetFactor1( 50, 25, 5 );
Attack1:SetCameraShakeSetFactor2( 1.0, 1.0, 1000.0, 1000.0 );
Attack1:SetCameraShakeRandomDir( true );
Attack1:SetDistanceDamageLength( 9000 );
Attack1:AddBlowCondition( 3500, 3500 );
AddAttack( ATTACKS, Attack1 );
end
-------------------------------------------------------------------------------
--[[
±âº» Airgun ¼ÂÆÃ
InitLuaÀÎÀÚ
u32 uBeginTime
u32 uShootTime
u32 uMaxChargeTime
SVector3 vShotOrigin
float fShotOriginFront
bool bSettingAimedPoint
u32 uiCoolTime
SVector3 vOffset
]]--
-------------------------------------------------------------------------------
function StandardAirgun( OneShotTime, Power, Accuracy, AdditionalPower )
STATE:SetFrontOffset( 0 );
STATE:InitLua( 0, 1000, 3000, MAKEVECTOR3( 50, 280, 0 ), 250, false, 500, MAKEVECTOR3( -100.0, -100.0, -160.0 ) );
local range = WEAPON:GetRange();
Attack1 = CreateCAttack();
Attack1:InitAttack1( WEAPONTYPE_AIR_GUN, ATTACKATTRIB_AIRGUN, 50, (Power*1.0)+AdditionalPower, AddtionalPower );
Attack1:InitAttack2( MAKECONE( MAKEVECTOR3(0.0, 0.0, 0.0), MAKEVECTOR3( 0.0, 0.0, -1.0 ), 35, 300, 1000 ), 1, 1, false );
Attack1:SetCollisionRangeAdjust( false, false );
Attack1:SetCameraShakeEnable( true, true, 0 );
Attack1:SetCameraShakeSetFactor1( 50, 25, 5 );
Attack1:SetCameraShakeSetFactor2( 1.0, 1.0, 1000.0, 1000.0 );
Attack1:SetCameraShakeRandomDir( true );
Attack1:SetDistanceDamageLength( 9000 );
Attack1:AddBlowCondition( 3500, 3500 );
AddAttack( ATTACKS, Attack1 );
Attack1 = CreateCAttack();
Attack1:InitAttack1( WEAPONTYPE_AIR_GUN, ATTACKATTRIB_AIRGUN, 50, (Power*1.0)+AdditionalPower, AddtionalPower );
Attack1:InitAttack2( MAKECONE( MAKEVECTOR3(0.0, 0.0, 0.0), MAKEVECTOR3( 0.0, 0.0, -1.0 ), 35, 300, 1000 ), 1, 1, false );
Attack1:SetCollisionRangeAdjust( false, false );
Attack1:SetCameraShakeEnable( true, true, 0 );
Attack1:SetCameraShakeSetFactor1( 50, 25, 5 );
Attack1:SetCameraShakeSetFactor2( 1.0, 1.0, 1000.0, 1000.0 );
Attack1:SetCameraShakeRandomDir( true );
Attack1:SetDistanceDamageLength( 9000 );
Attack1:AddBlowCondition( 3500, 3500 );
AddAttack( ATTACKS, Attack1 );
end
Attack1:SetAlwaysCritical( true );
Attack1:SetCheckBodyPartsByThickray( false );
Attack1:SetCheckBodyPartsByThickray( false );
Attack1:SetConsumeAmmo( 0 );
merci a vous :rolling: