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- base, turret, nanos, nanopoint1, nanopoint2, dirt = piece('base', 'turret', 'nanos', 'nanopoint1', 'nanopoint2', 'dirt')
- local SIG_AIM = {}
- -- state variables
- isMoving = "isMoving"
- terrainType = "terrainType"
- function script.Create()
- StartThread(common.SmokeUnit, {base, turret, barrel1})
- StartThread(doYouEvenLift)
- StartThread(BuildFX)
- building = false
- end
- common = include("headers/common_includes_lus.lua")
- function script.StartMoving()
- isMoving = true
- StartThread(thrust)
- end
- function script.StopMoving()
- isMoving = false
- end
- function doYouEvenLift()
- common.HbotLift()
- end
- function thrust()
- common.DirtTrail()
- end
- function BuildFX()
- while(building == true) do
- EmitSfx (nanopoint1, 1024)
- EmitSfx (nanopoint2, 1024)
- Sleep(550)
- end
- end
- function RestoreAfterDelay()
- if building == false then
- Sleep(2000)
- Turn(turret, y_axis, 0, 5)
- end
- end
- local nanoPoints = {}
- -- FIXME: this example has 2 nano pieces to alternate between
- for i = 1, 2 do
- -- FIXME: the pieces are named nanoPiece1 and nanoPiece2 in the model
- nanoPoints[i] = piece("nanopoint" .. i)
- end
- Spring.SetUnitNanoPieces(unitID, nanoPoints)
- function script.StartBuilding(heading, pitch)
- -- TODO: This is where you would add your unpack / point towards animation
- Turn(turret, y_axis, heading, 100)
- SetUnitValue(COB.INBUILDSTANCE, true)
- building = true
- StartThread(BuildFX)
- end
- function script.StopBuilding()
- -- TODO: This is where you would add your pack-up animation
- SetUnitValue(COB.INBUILDSTANCE, false)
- building = false
- StartThread(RestoreAfterDelay)
- end
- function script.Killed()
- Explode(nanos, SFX.EXPLODE_ON_HIT)
- Explode(turret, SFX.EXPLODE_ON_HIT)
- Explode(base, SFX.EXPLODE_ON_HIT)
- return 1 -- spawn ARMSTUMP_DEAD corpse / This is the equivalent of corpsetype = 1; in bos
- end
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