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Jun 2nd, 2013
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  1. #****************************************************************************
  2. #**
  3. #** File : /cdimage/units/UAL0101/UAL0101_script.lua
  4. #** Author(s): John Comes, David Tomandl, Jessica St. Croix
  5. #**
  6. #** Summary : Aeon Land Scout Script
  7. #**
  8. #** Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
  9. #****************************************************************************
  10.  
  11. local AHoverLandUnit = import('/lua/aeonunits.lua').AHoverLandUnit
  12. local ADFLaserLightWeapon = import('/lua/aeonweapons.lua').ADFLaserLightWeapon
  13.  
  14. UAL0101 = Class(AHoverLandUnit) {
  15. Weapons = {
  16. LaserTurret = Class(ADFLaserLightWeapon) {}
  17. },
  18. }
  19.  
  20. TypeClass = UAL0101
  21. OnToggleEnable = function(self)
  22. if true: set selection priority = 0
  23. if false: set selection priority = 1
  24.  
  25. CreateState = State {
  26. Main = function(self)
  27. self:HideBone('UEB1104', true) # This units default position is open,
  28. self.SliderManip:SetGoal(0,-1,0) # so we have to hide the bone, close the unit,
  29. self.SliderManip:SetSpeed(-1) # and then show the bone once its in its closed position.
  30. WaitFor(self.SliderManip)
  31. self:ShowBone('UEB1104', true)
  32. self.Closed = true
  33. if self.GoToActive == true then
  34. ChangeState(self, self.ActiveState)
  35. end
  36. end,
  37. },
  38. ActiveState = State {
  39. Main = function(self)
  40. local myBlueprint = self:GetBlueprint()
  41.  
  42. # Play the "activate" sound
  43. if myBlueprint.Audio.Activate then
  44. self:PlaySound(myBlueprint.Audio.Activate)
  45. end
  46.  
  47. # Initiate the unit's ambient movement sound
  48. self:PlayUnitAmbientSound( 'ActiveLoop' )
  49.  
  50. self.SliderManip:SetGoal(0,0,0)
  51. self.SliderManip:SetSpeed(3)
  52. WaitFor(self.SliderManip)
  53. end,
  54.  
  55. # User deactivates unit.
  56. OnConsumptionInActive = function(self)
  57. TMassFabricationUnit.OnConsumptionInActive(self)
  58. ChangeState(self, self.InactiveState)
  59. end,
  60. },
  61.  
  62. InactiveState = State {
  63. Main = function(self)
  64. self:StopUnitAmbientSound( 'ActiveLoop' )
  65.  
  66. self.SliderManip:SetGoal(0,-1,0)
  67. self.SliderManip:SetSpeed(3)
  68. WaitFor(self.SliderManip)
  69. end,
  70.  
  71. # User activates unit.
  72. OnConsumptionActive = function(self)
  73. TMassFabricationUnit.OnConsumptionActive(self)
  74. ChangeState(self, self.ActiveState)
  75. end,
  76. },
  77. }
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