AndrewT: I really know that this is probably going to drive me insane ( as in hair-pulling, eye-poking type of insane ) trying to complete this, and I know that the idea is very crazy because not even microsoft really did anything like it in Halo ( although I love the body armor ). And I don't know a lot but if you use TrueSpace couldn'y you make a skeloton consisting of the "hairs" with the different movements and then loop then with different wind angles ( variables )? And I like the site =) ( i got 23.9% ).
Heyufool1: I think ( but probably not true ) that there is a code script that leaves the area where a certain object went through. Right?
Thanks for the codes. I will use them later =).
And here is the script I have developed.
#include "DarkGDK.h"
void DarkGDK ( void )
{
dbSyncOn ( );
dbSyncRate ( 60 );
dbLoadObject ( "Colonel-X.x", 1 );
dbPositionObject ( 1, 0, 0, 0 );
dbSetObjectSpeed ( 1, 35 );
dbRotateObject ( 1, 0, 180, 0 );
dbLoadObject ( "Cone_Harbor.x", 2 );
dbScaleObject ( 2, 10000, 10000, 10000 ); // This is the "Terrain"
bool Should_Walk = false;
bool Is_Walking = false;
bool Should_Walk_Left = false;
bool Is_Walking_Left = false;
bool Should_Walk_Right = false;
bool Is_Walking_Right = false;
bool Should_Crouch = false;
bool Is_Crouching = false;
bool Should_Crouch_Forward = false;
bool Is_Crouching_Forward = false;
bool Should_Run = false;
bool Is_Running = false;
bool Should_Run_Left = false;
bool Is_Running_Left = false;
bool Should_Run_Right = false;
bool Is_Running_Right = false;
bool Should_Turn_Right = false;
bool Is_Turning_Right = false;
bool Should_Turn_Left = false;
bool Is_Turning_Left = false;
while ( LoopGDK ( ) )
{
dbSync ( );
dbPositionCamera ( dbObjectPositionX ( 1 ), dbObjectPositionY ( 1 ) + 50, dbObjectPositionZ ( 1 ) - 75);
Should_Walk = dbKeyState ( 17 ) && dbKeyState ( 104 );
if ( Should_Walk )
dbMoveObject ( 1, -1.0f );
if ( Should_Walk && ! Is_Walking )
{
dbLoopObject ( 1, 235, 259 );
Is_Walking = true;
}
else if ( ! Should_Walk && Is_Walking )
{
dbStopObject ( 1 );
Is_Walking = false;
} // Makes object #1 walk
if ( ! Is_Walking && ! Is_Walking_Left && ! Is_Walking_Right && ! Is_Crouching && ! Is_Crouching_Forward && ! Is_Running && ! Is_Running_Left && ! Is_Running_Right )
{
dbLoopObject ( 1, 219, 234 );
}
Should_Walk_Left = dbKeyState ( 30 );
if ( Should_Walk_Left )
dbMoveObjectLeft ( 1, 1.0f );
if ( Should_Walk_Left && ! Is_Walking_Left )
{
dbLoopObject ( 1, 260, 279 );
Is_Walking_Left = true;
}
else if ( ! Should_Walk_Left && Is_Walking_Left )
{
dbStopObject ( 1 );
Is_Walking_Left = false;
}
Should_Walk_Right = dbKeyState ( 32 );
if ( Should_Walk_Right )
dbMoveObjectRight ( 1, 1.0f );
if ( Should_Walk_Right && ! Is_Walking_Right )
{
dbLoopObject ( 1, 280, 299 );
Is_Walking_Right = true;
}
else if ( ! Should_Walk_Right && Is_Walking_Right )
{
dbStopObject ( 1 );
Is_Walking_Right = false;
}
Should_Crouch = dbKeyState ( 29 );
if ( Should_Crouch && ! Is_Crouching )
{
dbLoopObject ( 1, 359, 380 );
Is_Crouching = true;
}
else if ( ! Should_Crouch && Is_Crouching )
{
dbStopObject ( 1 );
Is_Crouching = false;
}
Should_Crouch_Forward = dbKeyState ( 29 ) && dbKeyState ( 17 );
if ( Should_Crouch_Forward )
dbMoveObject ( 1, -0.5f );
if ( Should_Crouch_Forward && ! Is_Crouching_Forward )
{
dbLoopObject ( 1, 381, 405 );
Is_Crouching_Forward = true;
}
else if ( ! Should_Crouch_Forward && Is_Crouching_Forward )
{
dbStopObject ( 1 );
Is_Crouching_Forward = false;
}
Should_Run = dbKeyState ( 42 ) && dbKeyState ( 17 );
if ( Should_Run )
dbMoveObject ( 1, 3.0f );
if ( Should_Run && ! Is_Running )
{
dbLoopObject ( 1, 300, 318 );
Is_Running = true;
}
else if ( ! Should_Run && Is_Running )
{
dbStopObject ( 1 );
Is_Running = false;
}
Should_Turn_Right = dbKeyState ( 109 );
if ( Should_Turn_Right && ! Is_Turning_Right )
{
dbRotateObject ( 1, 0, 2, 0 );
Is_Turning_Right = true;
}
else if ( ! Should_Turn_Right && Is_Turning_Right )
{
Is_Turning_Right = false;
}
Should_Turn_Left = dbKeyState ( 107 );
if ( Should_Turn_Left && ! Is_Turning_Left )
{
dbRotateObject ( 1, 0, -2, 0 );
Is_Turning_Left = true;
}
else if ( ! Should_Turn_Left && Is_Turning_Left )
{
Is_Turning_Left = false;
}
return;
}
pretty organized hus?
"A job well done is a well done job."