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- @name Commander's Order v7.5
- @inputs [DriverSeat CommanderSeat GunnerSeat]:entity
- @inputs W A S D Space Mouse1 Mouse2 Shift Alt R Active Light CamConHitpos:vector Camprop:entity
- @outputs Vector:vector
- @persist [Driver Commander]:entity
- @trigger Driver Commander W A S D Space Mouse1 Mouse2 Shift Alt R Active Light
- #Controls;#
- #WASD Orders driver to move in that respective direction. Space is Brake/Clutch. Shift Alerts Driver to check gear,#
- #Mouse 1 Cannon (Left Click = Mouse 1 For all you plebeian Fundies.) Mouse2 MG (Right Click = Mouse 2)- Orders Gun Firing Respectively)#
- #R Orders Bow Gunner to fire.#
- #Created by [104th]CaptainCheeseDoodles#
- #holo "shoot here" indicator added by Fervidusletum
- #wire driver to driver pod controller "entity" output (NOT CREATE ENTITY)
- #same for commander
- #This chip is configured for 2 seats: For additional seats, Add <Seatname>:entity to the output tab, and designate the commands below
- #accordingly. Ex: In Gunner section, you would change DriverSeat input to GunnerSeat, or whatever you have designated it in the inputs.
- if (duped()|dupefinished()) { reset() }
- if (first()) {
- local Players = players()
- holoCreate(1)
- holoModel(1,"models/sprops/misc/alphanum/alphanum_arrow_b.mdl")
- holoAng(1,ang(180,0,0))
- holoScale(1,vec(10,1,20))
- holoMaterial(1,"models/debug/debugwhite")
- holoColor(1,vec4(255,0,0,160))
- holoVisible(1,Players,0)
- holoCreate(2)
- holoModel(2,"models/sprops/misc/alphanum/alphanum_arrow_b.mdl")
- holoAng(2,ang(180,90,0))
- holoScale(2,vec(10,1,20))
- holoMaterial(2,"models/debug/debugwhite")
- holoColor(2,vec4(255,0,0,160))
- holoVisible(2,Players,0)
- holoParent(2,1)
- }
- #will be visible to anyone who joins server after visibility is set.
- #to fix, just have driver or commander hop out and back in
- #need to periodically check for changes
- interval(500)
- if (changed(DriverSeat:driver())|changed(CommanderSeat:driver())) {
- local Players = players()
- holoVisible(1,Players,0)
- holoVisible(2,Players,0)
- Driver = DriverSeat:driver() ?: noentity()
- Gunner = GunnerSeat:driver() ?: noentity()
- Commander = CommanderSeat:driver() ?: noentity()
- }
- #Driver Orders - Commander will recieve notification of order that was sent.#
- if (inputClk()) {
- if(~W&W){
- DriverSeat:hintDriver("Forward",4)
- CommanderSeat:hintDriver("Move F Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~A&A){
- DriverSeat:hintDriver("Left",4)
- CommanderSeat:hintDriver("Move L Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~S&S){
- DriverSeat:hintDriver("Reverse",4)
- CommanderSeat:hintDriver("Move Rev. Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~D&D){
- DriverSeat:hintDriver("Right",4)
- CommanderSeat:hintDriver("Move R Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~Space&Space){
- DriverSeat:hintDriver("Halt/Slow/Clutch",3)
- CommanderSeat:hintDriver("Brake Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~Light&Light){
- DriverSeat:hintDriver("Move to Designated Point",4)
- CommanderSeat:hintDriver("Move order sent",1)
- CommanderSeat:soundPlay(1,2,"buttons/bell1.wav")
- }
- #Gunner Orders - Commander will recieve notification of order that was sent; Alt Tells gunner to Traverse Right,Control vice versa.#
- if(~Mouse1&Mouse1){
- GunnerSeat:hintDriver("Fire 100mm",3)
- CommanderSeat:hintDriver("Cannon Fire Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~Mouse2&Mouse2){
- GunnerSeat:hintDriver("Target This Point!",3)
- CommanderSeat:hintDriver("Sent",1)
- CommanderSeat:soundPlay(1,1.5,"buttons/button2.wav")
- }
- #Traverse Commands#
- if(~Shift&Shift){
- GunnerSeat:hintDriver("Target Left!",3)
- CommanderSeat:hintDriver("Traverse Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if(~Alt&Alt){
- GunnerSeat:hintDriver("Target Right!",3)
- CommanderSeat:hintDriver("Traverse Order Sent",1)
- CommanderSeat:soundPlay(1,0.1,"buttons/blip1.wav")
- }
- if (R) {CommanderSeat:soundPlay(5,32.4,"music/cossack_sandvich.wav")}else{soundStop(5)}
- if (~Light&Light) {
- CommanderSeat:soundPlay(6,2,"buttons/bell1.wav")
- holoPos(1,CamConHitpos+vec(0,0,192))
- if (Driver) {
- holoVisible(1,Driver,1)
- holoVisible(2,Driver,1)
- }
- if (Commander) {
- holoVisible(1,Commander,1)
- holoVisible(2,Commander,1)
- }
- stoptimer("hide holo")
- timer("hide holo",5000)
- }
- if (~Mouse2&Mouse2) {
- CommanderSeat:soundPlay(6,1,"buttons/button2.wav")
- holoPos(1,CamConHitpos+vec(0,0,192))
- if (Driver) {
- holoVisible(1,Gunner,1)
- holoVisible(2,Gunner,1)
- }
- if (Commander) {
- holoVisible(1,Commander,1)
- holoVisible(2,Commander,1)
- }
- stoptimer("hide holo")
- timer("hide holo",5000)
- }
- Vector=Camprop:toWorld(vec(0,22.5,60))+vec(0,0,0)
- #Vector adjusts as vec(Left/Right,Front/Back,Up/down)#
- }
- if (clk("hide holo")) {
- if (Driver) {
- holoVisible(1,Driver,0)
- holoVisible(2,Driver,0)
- }
- if (Commander) {
- holoVisible(1,Commander,0)
- holoVisible(2,Commander,0)
- }
- if (Gunner) {
- holoVisible(1,Gunner,0)
- holoVisible(2,Gunner,0)
- }
- }
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