home *** CD-ROM | disk | FTP | other *** search
/ Chip 2011 November / CHIP_2011_11.iso / Programy / Inne / Gry / Carnage_Contest / scripts / CC Original / tools / Super Bridge Kit.lua < prev    next >
Text File  |  2009-09-04  |  2KB  |  74 lines

  1. --------------------------------------------------------------------------------
  2. -- Weapon Super Bridge Kit
  3. -- Original Carnage Contest Weapon
  4. -- Script by DC, August 2009, www.UnrealSoftware.de
  5. --------------------------------------------------------------------------------
  6.  
  7. -- Setup Tables
  8. if cc==nil then cc={} end
  9. cc.superbridgekit={}
  10.  
  11. -- Load & Prepare Ressources
  12. cc.superbridgekit.gfx_wpn=loadgfx("weapons/superbridgekit.bmp")                        -- Weapon Image
  13. setmidhandle(cc.superbridgekit.gfx_wpn)
  14. cc.superbridgekit.gfx_stone=loadgfx("buildings/bridgepart.bmp")                        -- Bridge Part Image
  15. setmidhandle(cc.superbridgekit.gfx_stone)
  16. cc.superbridgekit.sfx_build=loadsfx("buildwood.ogg")                                -- Build Sound
  17.  
  18. --------------------------------------------------------------------------------
  19. -- Weapon: Super Bridge Kit
  20. --------------------------------------------------------------------------------
  21.  
  22. cc.superbridgekit.id=addweapon("cc.superbridgekit","Super Bridge Kit",cc.superbridgekit.gfx_wpn,0)    -- Add Weapon (0 uses)
  23. cc.superbridgekit.ammo=100                                                            -- Parts
  24.  
  25. function cc.superbridgekit.draw()                                                    -- Draw
  26.     -- HUD Positioning
  27.     if weapon_mode==0 then
  28.         hudpositioning(pos_build,cc.superbridgekit.gfx_stone,150)
  29.     end
  30. end
  31.  
  32. function cc.superbridgekit.attack(attack)                                            -- Attack
  33.     -- Start Point
  34.     if (weapon_mode==0) and (weapon_position==1) then
  35.         weapon_position=0
  36.         if weapon_x>getplayerx(0) then
  37.             weapon_mode=1
  38.         else
  39.             weapon_mode=-1
  40.         end
  41.         -- No more weapon switching!
  42.         useweapon(0)
  43.         -- Make sure that there is enough round time
  44.         secondsleft=math.floor(getframesleft()/50)
  45.         changeturntime(30-secondsleft)
  46.     end
  47.     -- Build (auto!)
  48.     if (weapon_mode~=0) and (weapon_shots<cc.superbridgekit.ammo) then
  49.         -- Scroll to position
  50.         scroll(weapon_x,weapon_y)
  51.         -- Timer
  52.         weapon_timer=weapon_timer-1
  53.         if weapon_timer<=0 then
  54.             weapon_timer=10
  55.             weapon_shots=weapon_shots+1
  56.             -- Check Buildplace
  57.             if collision(cc.superbridgekit.gfx_stone,weapon_x,weapon_y)==0 and weapon_x>0 and weapon_x<getmapwidth() then
  58.                 -- Draw
  59.                 terrainimage(cc.superbridgekit.gfx_stone,weapon_x,weapon_y)
  60.                 -- Effect
  61.                 playsound(cc.superbridgekit.sfx_build)
  62.                 particle(p_smoke,weapon_x,weapon_y)
  63.                 -- Change Offset
  64.                 weapon_x=weapon_x+(20*weapon_mode)
  65.             else
  66.                 weapon_shots=cc.superbridgekit.ammo
  67.             end
  68.             -- End Turn?
  69.             if (weapon_shots>=cc.superbridgekit.ammo) then
  70.                 endturn()
  71.             end
  72.         end
  73.     end
  74. end