Heavy tank Mud snake MK7-3 light
4 posters
RigidChips :: Rigid-Chips :: Files :: Cars
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Heavy tank Mud snake MK7-3 light
- Code:
// [RCD]
Val
{
A0(default=-70, min=-70, max=0, step=70, disp=0)
A1(default=-70, min=-70, max=0, step=70, disp=0)
A10(default=-70, min=-70, max=0, step=70, disp=0)
A11(default=-70, min=-70, max=0, step=70, disp=0)
A12(default=-70, min=-70, max=0, step=70, disp=0)
A13(default=-70, min=-70, max=0, step=70, disp=0)
A14(default=-70, min=-70, max=0, step=70, disp=0)
A15(default=-70, min=-70, max=0, step=70, disp=0)
A16(default=-70, min=-70, max=0, step=70, disp=0)
A17(default=-70, min=-70, max=0, step=70, disp=0)
A18(default=-70, min=-70, max=0, step=70, disp=0)
A19(default=-70, min=-70, max=0, step=70, disp=0)
A2(default=-70, min=-70, max=0, step=70, disp=0)
A20(default=-70, min=-70, max=0, step=70, disp=0)
A3(default=-70, min=-70, max=0, step=70, disp=0)
A4(default=-70, min=-70, max=0, step=70, disp=0)
A5(default=-70, min=-70, max=0, step=70, disp=0)
A6(default=-70, min=-70, max=0, step=70, disp=0)
A7(default=-70, min=-70, max=0, step=70, disp=0)
A8(default=-70, min=-70, max=0, step=70, disp=0)
A9(default=-70, min=-70, max=0, step=70, disp=0)
ARM0(default=0, max=800001, step=800001, disp=0)
ARM1(default=0, max=800001, step=800001, disp=0)
ARM10(default=0, max=800001, step=800001, disp=0)
ARM11(default=0, max=800001, step=800001, disp=0)
ARM12(default=0, max=800001, step=800001, disp=0)
ARM13(default=0, max=800001, step=800001, disp=0)
ARM14(default=0, max=800001, step=800001, disp=0)
ARM15(default=0, max=800001, step=800001, disp=0)
ARM16(default=0, max=800001, step=800001, disp=0)
ARM17(default=0, max=800001, step=800001, disp=0)
ARM18(default=0, max=800001, step=800001, disp=0)
ARM19(default=0, max=800001, step=800001, disp=0)
ARM2(default=0, max=800001, step=800001, disp=0)
ARM20(default=0, max=800001, step=800001, disp=0)
ARM3(default=0, max=800001, step=800001, disp=0)
ARM4(default=0, max=800001, step=800001, disp=0)
ARM5(default=0, max=800001, step=800001, disp=0)
ARM6(default=0, max=800001, step=800001, disp=0)
ARM7(default=0, max=800001, step=800001, disp=0)
ARM8(default=0, max=800001, step=800001, disp=0)
ARM9(default=0, max=800001, step=800001, disp=0)
ARMC(default=0, disp=0)
BB(default=0, max=1000000000, step=1000000000, disp=0)
BB2(default=0, max=1000000000, step=1000000000, disp=0)
BOOST1(default=0, min=-50000000, step=1000000000000, disp=0)
BOOST2(default=0, min=-50000000, step=1000000000000, disp=0)
BRAKE_L(default=1000, max=1000, step=1000, disp=0)
BRAKE_R(default=1000, max=1000, step=1000, disp=0)
CCL1(default=#B0823C, disp=0)
CCL2(default=#74A835, disp=0)
COL1(default=#D7A355, disp=0)
COL2(default=#96DC41, disp=0)
COL3(default=#976F53, disp=0)
COL4(default=#589953, disp=0)
H(default=200, min=110, max=200, step=10, disp=0)
HA(default=1, min=-1, max=1, disp=0)
JET(default=0, max=200000, disp=0)
MA1(default=180, max=180, step=15, disp=0)
MA10(default=180, max=180, step=15, disp=0)
MA11(default=180, max=180, step=15, disp=0)
MA12(default=180, max=180, step=15, disp=0)
MA13(default=180, max=180, step=15, disp=0)
MA14(default=180, max=180, step=15, disp=0)
MA15(default=180, max=180, step=15, disp=0)
MA16(default=180, max=180, step=15, disp=0)
MA17(default=180, max=180, step=15, disp=0)
MA18(default=180, max=180, step=15, disp=0)
MA19(default=180, max=180, step=15, disp=0)
MA2(default=180, max=180, step=15, disp=0)
MA20(default=180, max=180, step=15, disp=0)
MA3(default=180, max=180, step=15, disp=0)
MA4(default=180, max=180, step=15, disp=0)
MA5(default=180, max=180, step=15, disp=0)
MA6(default=180, max=180, step=15, disp=0)
MA7(default=180, max=180, step=15, disp=0)
MA8(default=180, max=180, step=15, disp=0)
MA9(default=180, max=180, step=15, disp=0)
MB1(default=0, max=6500000, step=6400000, disp=0)
MB10(default=0, max=6500000, step=6400000, disp=0)
MB11(default=0, max=6500000, step=6400000, disp=0)
MB12(default=0, max=6500000, step=6400000, disp=0)
MB13(default=0, max=6500000, step=6400000, disp=0)
MB14(default=0, max=6500000, step=6400000, disp=0)
MB15(default=0, max=6500000, step=6400000, disp=0)
MB16(default=0, max=6500000, step=6400000, disp=0)
MB17(default=0, max=6500000, step=6400000, disp=0)
MB18(default=0, max=6500000, step=6400000, disp=0)
MB19(default=0, max=6500000, step=6400000, disp=0)
MB2(default=0, max=6500000, step=6400000, disp=0)
MB20(default=0, max=6500000, step=6400000, disp=0)
MB3(default=0, max=6500000, step=6400000, disp=0)
MB4(default=0, max=6500000, step=6400000, disp=0)
MB5(default=0, max=6500000, step=6400000, disp=0)
MB6(default=0, max=6500000, step=6400000, disp=0)
MB7(default=0, max=6500000, step=6400000, disp=0)
MB8(default=0, max=6500000, step=6400000, disp=0)
MB9(default=0, max=6500000, step=6400000, disp=0)
MJET(default=0, max=12800000, step=240000, disp=0)
STAND(default=0, min=-90, max=0, step=15, disp=0)
TS(default=2, min=0.1, max=5)
TURN(default=-90, min=-360, max=360)
UD(default=90, max=180)
WHEEL_L(default=0, min=-150000, max=150000, step=10000, disp=0)
WHEEL_LIM(default=50000, max=200000)
WHEEL_R(default=0, min=-150000, max=150000, step=10000, disp=0)
}
Key
{
0:Wheel_L(step=10000), Wheel_r(step=-10000), BrAke_L(step=-100), BrAke_r(step=-100)
1:Wheel_r(step=10000), Wheel_l(step=-10000), BrAke_L(step=-100), BrAke_r(step=-100)
2:Wheel_r(step=-12000), Wheel_l(step=-12000), BrAke_L(step=-100), BrAke_r(step=-100)
3:Wheel_l(step=12000), Wheel_r(step=12000), BrAke_L(step=-100), BrAke_r(step=-100)
}
Body
{
Core(color=Col1) {
S:Weight(angle=180, color=Col1) {
S:Weight(angle=180, option=3, color=Col1, name=Core2) {
S:Weight(angle=60, option=2, color=Col1) {
N:Cowl(angle=56, color=ccl1, effect=#0000) {
N:Cowl(angle=4.6, color=ccl1, effect=#0000) {
N:Cowl(option=1, color=ccl2, effect=#0000, name=kAnon) { }
}
}
N:Weight(angle=60, option=2, color=Col1, name=sight) {
N:Arm(angle=MA1, power=MB1, option=1600000, color=ArmC, name=MAin) { }
N:Arm(angle=MA2, power=MB2, option=1600000, color=ArmC) { }
N:Arm(angle=MA3, power=MB3, option=1600000, color=ArmC) { }
N:Arm(angle=MA4, power=MB4, option=1600000, color=ArmC) { }
N:Arm(angle=MA5, power=MB5, option=1600000, color=ArmC) { }
}
N:Weight(angle=60, option=2, color=Col1) {
N:Arm(angle=MA6, power=MB6, option=1600000, color=ArmC) { }
N:Arm(angle=MA7, power=MB7, option=1600000, color=ArmC) { }
N:Arm(angle=MA8, power=MB8, option=1600000, color=ArmC) { }
N:Arm(angle=MA9, power=MB9, option=1600000, color=ArmC) { }
N:Arm(angle=MA10, power=MB10, option=1600000, color=ArmC) { }
}
N:Weight(angle=60, option=2, color=Col1) {
N:Arm(angle=MA11, power=MB11, option=1600000, color=ArmC) { }
N:Arm(angle=MA12, power=MB12, option=1600000, color=ArmC) { }
N:Arm(angle=MA13, power=MB13, option=1600000, color=ArmC) { }
N:Arm(angle=MA14, power=MB14, option=1600000, color=ArmC) { }
N:Arm(angle=MA15, power=MB15, option=1600000, color=ArmC) { }
}
N:Weight(angle=60, option=2, color=col1) {
N:Arm(angle=MA16, power=MB16, option=1600000, color=ArmC) { }
N:Arm(angle=MA17, power=MB17, option=1600000, color=ArmC) { }
N:Arm(angle=MA18, power=MB18, option=1600000, color=ArmC) { }
N:Arm(angle=MA19, power=MB19, option=1600000, color=ArmC) { }
N:Arm(angle=MA20, power=MB20, option=1600000, color=ArmC) { }
}
}
S:Weight(angle=ud, option=3, color=Col1) {
E:Weight(angle=turn, option=3, color=Col1) {
E:Weight(angle=170, option=3, color=col1) { }
E:Weight(angle=190, option=3, color=col1) { }
W:Weight(angle=170, option=3, color=col1) { }
W:Weight(angle=190, option=3, color=col1) { }
S:Weight(angle=-90, option=3, color=Col1) {
S:Weight(option=3, color=Col4) {
S:Weight(angle=110, option=3, color=Col4) {
S:Weight(angle=70, option=2, color=col4) { }
}
}
N:Weight(option=3, color=Col1) {
N:Weight(option=3, color=Col1) {
N:Weight(angle=110, option=3, color=Col2) {
N:Weight(angle=70, option=2, color=col2) { }
}
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
W:Frame(angle=70, option=1) {
W:Jet(angle=200, power=-boost1, color=col3) { }
}
}
E:Weight(angle=stand, option=3, color=Col1) {
S:Weight(option=3, color=Col4) {
S:Weight(angle=110, option=3, color=Col3) {
S:Weight(angle=70, option=2, color=col3) { }
}
}
N:Weight(option=3, color=Col2) {
N:Weight(option=3, color=Col2) {
N:Weight(angle=110, option=3, color=Col3) {
N:Weight(angle=70, option=2, color=col3) { }
}
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
}
E:Weight(option=3, color=Col3) {
S:Weight(option=3, color=Col1) {
E:Weight(angle=110, option=3, color=Col2) {
S:Weight(angle=120, option=3, color=Col2) { }
}
}
N:Weight(option=3, color=Col4) {
N:Weight(option=3, color=Col1) {
E:Weight(angle=110, option=3, color=Col4) {
N:Weight(angle=120, option=3, color=Col4) { }
}
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
E:Weight(angle=110, option=3, color=Col1) {
E:Weight(angle=70, option=2, color=col1) { }
}
}
E:Weight(angle=110, option=3, color=Col3) {
E:Weight(angle=70, option=2, color=col3) { }
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
}
W:Weight(angle=stand, option=3, color=Col2) {
S:Weight(option=3, color=Col1) {
S:Weight(angle=110, option=3, color=Col1) {
S:Weight(angle=70, option=2, color=col1) { }
}
}
N:Weight(option=3, color=Col4) {
N:Weight(option=3, color=Col1) {
N:Weight(angle=110, option=3, color=Col1) {
N:Weight(angle=70, option=2, color=col1) { }
}
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
}
W:Weight(option=3, color=Col1) {
S:Weight(option=3, color=Col2) {
S:Weight(angle=110, option=3, color=Col2) {
S:Weight(angle=70, option=2, color=col2) { }
}
}
N:Weight(option=3, color=Col3) {
N:Weight(option=3, color=Col3) {
N:Weight(angle=110, option=3, color=Col4) {
N:Weight(angle=70, option=2, color=col4) { }
}
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
}
W:Weight(option=3, color=Col4) {
S:Weight(option=3, color=Col3) {
W:Weight(angle=110, option=3, color=Col1) {
S:Weight(angle=120, option=3, color=Col4) { }
}
}
N:Weight(option=3, color=Col2) {
N:Weight(option=3, color=Col2) {
W:Weight(angle=110, option=3, color=Col1) {
N:Weight(angle=120, option=3, color=Col4) { }
}
}
W:Weight(angle=110, option=3, color=Col3) {
W:Weight(angle=70, option=2, color=col3) { }
}
N:Frame(angle=70, option=1) {
N:RLW(angle=H, power=WHEEL_R, brake=BRAKE_R, option=1, color=Col1, effect=5) { }
}
}
W:Weight(angle=110, option=3, color=Col4) {
W:Weight(angle=70, option=2, color=col4) { }
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
}
S:Frame(angle=70, option=1) {
S:RLW(angle=H, power=WHEEL_L, brake=BRAKE_L, option=1, color=Col1, effect=5) { }
}
W:Frame(angle=70, option=1) {
W:Jet(angle=200, power=-boost2, color=col2) { }
}
}
}
E:Jet(angle=-90, power=BB, option=2, color=Col1) { }
E:Jet(angle=-90, power=BB2, option=2, color=Col1) { }
}
S:Weight(angle=-155, option=3, color=Col1) {
S:Weight(angle=155, color=Col2) {
S:Weight(angle=90, option=2, color=Col4) { }
}
S:Jet(angle=244, power=-MJET, color=armc) { }
N:Weight(angle=25, option=3, color=Col4) {
E:Weight(option=2, color=col2) {
S:Arm(angle=a1, power=ARM1, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a2, power=arm2, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a3, power=arm3, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a4, power=arm4, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a5, power=arm5, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Jet(angle=-90, power=-jet, color=armc) { }
}
E:Weight(option=2, color=col2) {
S:Arm(angle=a6, power=ARM6, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a7, power=arm7, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a8, power=arm8, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a9, power=arm9, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a10, power=arm10, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a0, power=ARM0, option=100000, color=armc, spring=0.3, damper=0.3) { }
}
E:Weight(option=2, color=col2) {
S:Arm(angle=a11, power=ARM11, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a12, power=arm12, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a13, power=arm13, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a14, power=arm14, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a15, power=arm15, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Jet(angle=-90, power=-jet, color=armc) { }
}
E:Weight(option=2, color=col2) {
S:Arm(angle=a16, power=ARM16, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a17, power=arm17, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a18, power=arm18, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a19, power=arm19, option=100000, color=armc, spring=0.3, damper=0.3) { }
S:Arm(angle=a20, power=arm20, option=100000, color=armc, spring=0.3, damper=0.3) { }
}
}
S:Jet(angle=244, power=-MJET, color=armc) { }
S:Weight(angle=-115, option=3, color=Col1) {
S:Weight(angle=-60, option=2, color=Col3) {
W:Weight(angle=-92, color=Col1) { }
E:Weight(angle=-92, color=Col4) { }
}
W:Weight(angle=-90, option=3, color=Col2) { }
E:Weight(angle=-90, option=3, color=Col1) { }
}
N:Weight(angle=25, option=2, color=col4) {
E:Weight(option=2, color=col2) {
S:Weight(angle=-65, option=4, color=col2) {
E:Weight(angle=-92, color=col1) { }
N:Cowl(angle=114, option=3, color=CCL1, effect=0) { }
}
}
}
}
S:Weight(angle=90, option=3, color=col1) {
E:Weight(angle=-90, option=2, color=col1) {
E:Weight(angle=90, option=3, color=col3) {
E:Weight(angle=90, option=3, color=col3) { }
}
E:Weight(angle=-90, option=3, color=col2) {
E:Weight(angle=-90, option=3, color=col3) { }
}
}
}
}
}
}
}
Lua
{
_ZOOM(100)
--射撃制御用カウント変数
A=0
MC=0
--電探用
T=1
--色調変更用
CO1=0
CO2=0
CO3=0
CO4=0
CC1=0
CC2=0
--マウス制御用
MAUSES=1
MLDOWN1=0
MLDOWN2=0
MRDOWN1=0
MRDOWN2=0
MMDOWN=0
--スイッチ関係
BBS=1
--主砲、機銃のopとジェット出力定数
MAINa=1600000
MAINj=480000
ARMa=100000
ARMj=50000
function main()
--砲塔照準
if TS<=0.2 then
_SETCOLOR(0)
_MOVE3D(_X(CORE2),_Y(CORE2),_Z(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*1180,_Y(CORE2)-_ZY(CORE2)*1180,_Z(CORE2)-_ZZ(CORE2)*1180)
_SETCOLOR(16711680)
_MOVE3D(_X(CORE2)-_ZX(CORE2)*1180+_XX(CORE2),_Y(CORE2)-_ZY(CORE2)*1180+_XY(CORE2),_Z(CORE2)-_ZZ(CORE2)*1180+_XZ(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*1180-_XX(CORE2),_Y(CORE2)-_ZY(CORE2)*1180-_XY(CORE2),_Z(CORE2)-_ZZ(CORE2)*1180-_XZ(CORE2))
_MOVE3D(_X(CORE2)-_ZX(CORE2)*1180+_YX(CORE2),_Y(CORE2)-_ZY(CORE2)*1180+_YY(CORE2),_Z(CORE2)-_ZZ(CORE2)*1180+_YZ(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*1180-_YX(CORE2),_Y(CORE2)-_ZY(CORE2)*1180-_YY(CORE2),_Z(CORE2)-_ZZ(CORE2)*1180-_YZ(CORE2))
end
if TS>0.2 and TS<=1.0 then
_SETCOLOR(0)
_MOVE3D(_X(CORE2),_Y(CORE2),_Z(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*200,_Y(CORE2)-_ZY(CORE2)*200,_Z(CORE2)-_ZZ(CORE2)*200)
end
if TS>1.0 and TS<=1.5 then
_SETCOLOR(0)
_MOVE3D(_X(CORE2),_Y(CORE2),_Z(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*150,_Y(CORE2)-_ZY(CORE2)*150,_Z(CORE2)-_ZZ(CORE2)*150)
end
if TS>1.5 then
_SETCOLOR(0)
_MOVE3D(_X(CORE2),_Y(CORE2),_Z(CORE2))
_LINE3D(_X(CORE2)-_ZX(CORE2)*100,_Y(CORE2)-_ZY(CORE2)*100,_Z(CORE2)-_ZZ(CORE2)*100)
end
--計器
out(0,"main ",_E(MAIN)/MAINa*100,"% ",MC)
out(1,"fps ",_FPS())
--遮蔽幕及び色調
ARMC=COL1
BBS=BBS-2*BBS*_KEYDOWN(12)
if COL1~=0 and _KEYDOWN(12)==1 then CC1=CCL1 CC2=CCL2 CO1=COL1 CO2=COL2 CO3=COL3 CO4=COL4 end
if BBS==1 and _KEYUP(12)==1 then CCL1=CC1 CCL2=CC2 COL1=CO1 COL2=CO2 COL3=CO3 COL4=CO4 end
if BBS==-1 then BB=2500000 BB2=400000 CCL1=0 CCL2=0 COL1=0 COL2=0 COL3=0 COL4=0 end
--ズーム処理
_ZOOM(_ZOOM() + (_KEY(14)-_KEY(15))*5.5)
--マウス操作用の関数 マウス中ボタンを押した瞬間を測定
MMDOWN=(MMDOWN+_MM())*_MM()
if MMDOWN==1 then MAUSES=MAUSES-MAUSES*2 end
if MAUSES==1 then gun1() end
if MAUSES==-1 then gun2() end
--砲塔制御(共通部分)
if _T(0)==-1 then _SPLIT(CORE2) end
--◎GSX同時押しでコア切り離し
if _KEY(13)+_KEY(8)+_KEY(5)==3 then _SPLIT(CORE2) end
TS=TS+(_KEY(11)-_KEY(10))*0.1
if TURN<=180 then TURN=TURN+360 end
if TURN>=180 then TURN=TURN-360 end
--車体関係
HA=HA-_KEYDOWN(16)*HA*2
H=H+HA*30
--車体の形態によって機関砲無反動化ジェット出力を変動させる制御 走行形態→上下振動軽減 射撃形態→左右振動軽減
if HA==1 then ARMj=120000 else ARMj=50000 end
BOOST1=-WHEEL_R
BOOST2=WHEEL_L
if WHEEL_L>WHEEL_LIM then WHEEL_L=WHEEL_LIM end
if WHEEL_R>WHEEL_LIM then WHEEL_R=WHEEL_LIM end
if WHEEL_L<-WHEEL_LIM then WHEEL_L=-WHEEL_LIM end
if WHEEL_R<-WHEEL_LIM then WHEEL_R=-WHEEL_LIM end
WHEEL_LIM=WHEEL_LIM+_KEYDOWN(13)*25000
if WHEEL_LIM>150000 then WHEEL_LIM=25000 end
--◎ESX同時押しで起き上がり機構
if _KEY(16)+_KEY(8)+_KEY(5)==3 then STAND=STAND-15 end
if _Y(CORE2)<=0 then
out(1,"diving…") BB=0 BOOST1=0 BOOST2=0 end
end
--キーボード射撃管制
function gun1()
A = math.mod(A+_KEY(9), 21)
for i=0, 20 do
if A==i and _KEY(9)==1 then
_G["ARM"..i]=(1-_KEYDOWN(9))*12800000
_G["A"..math.mod(i+1, 21)] = 0
end
end
if _KEY(9)==1 then JET=ARMj*(_KEY(9)-_KEYDOWN(9)) else JET=0 end
MC=MC+_KEYDOWN(7)
if MC==21 then MC=0 end
for i=1, 20 do
if MC==i then
_G["MA"..i]=_G["MA"..i]-180/6
_G["MB"..i]=_G["MB"..i]+MAINa/8
end
if _G["MB"..i]==MAINa then MJET=MAINj
if MC==i and _KEY(7)==1 then MC=MC+1 end
end
end
--SZXC砲塔制御
TURN=TURN+(_KEY(6)-_KEY(4))*TS
UD=UD+(_KEY(8)-_KEY(5))*TS
end
--マウス射撃管制
function gun2()
MRDOWN2=(MRDOWN2+_MR())*_MR()
if MRDOWN2==1 then MRDOWN1=1
else MRDOWN1=0 end
MLDOWN2=(MLDOWN2+_ML())*_ML()
if MLDOWN2==1 then MLDOWN1=1
else MLDOWN1=0 end
out(3,"mause mode")
TURN=TURN+((_MX()-_WIDTH()/2)/300)*TS*2
UD=UD+((_MY()-_HEIGHT()/2)/300)*TS
A = math.mod(A+_MR(), 21)
for i=0, 20 do
if A==i and _MR()==1 then
_G["ARM"..i]=(1-MRDOWN1)*12800000
_G["A"..math.mod(i+1, 21)] = 0
end
end
if _MR==1 then JET=ARMj*(_MR-_MRDOWN1) else JET=0 end
MC=MC+MLDOWN1
if MC==21then MC=0 end
for i=1, 20 do
if MC==i then
_G["MA"..i]=_G["MA"..i]-180/6
_G["MB"..i]=_G["MB"..i]+MAINa/8
end
if _G["MB"..i]==MAINa then MJET=MAINj
if MC==i and _ML()==1 then MC=MC+1 end
end
end
--SZXC走行制御
WHEEL_L=WHEEL_L+(_KEY(8)*10000-_KEY(5)*10000+_KEY(6)*12000-_KEY(4)*12000)
WHEEL_R=WHEEL_R+(-_KEY(8)*10000+_KEY(5)*10000+_KEY(6)*12000-_KEY(4)*12000)
BRAKE_L=BRAKE_L-(_KEY(8)+_KEY(4)+_KEY(5)+_KEY(6))*100
BRAKE_R=BRAKE_R-(_KEY(8)+_KEY(4)+_KEY(5)+_KEY(6))*100
--電探制御
T=T+_KEYDOWN(9)-_KEYDOWN(7)
if T<-1 then T=-1 end
if T>30 then T=30 end
if T>=0 then out(4,"AD",T," ",_PLAYERNAME(T))
out(5,"chip ",_PLAYERCHIPS(T)," arm ",_PLAYERARMS(T))
_SETCOLOR(_PLAYERCOLOR(T))
math.randomseed(0)
_MOVE3D(_X(CORE2),_Y(CORE2),_Z(CORE2))
_LINE3D(_PLAYERX(T),_PLAYERY(T),_PLAYERZ(T))
end
end}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Heavy tank Mud snake MK7-3 light
Hmmm... not bad...
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Heavy tank Mud snake MK7-3 light
Not bad at all. The main issue I have with it is the lack of instructions.
MrSparks- Tank
- Posts : 73
Join date : 2012-01-05
Age : 34
Location : Michigan
Re: Heavy tank Mud snake MK7-3 light
I cannot play rigidchips now,and this model is quite complicated,so this manual is maybe wrong.
cursor:move in keyboard mode
Z/X/C/S:turn turret in keyboard mode
A:Main cannon 1600k×20 in keyboard mode
D:Rapid cannon 100k×20 in keyboard mode
V/B:change the speed of turning turret
F:Blind balloon
G:I forget its maybe change engine power
Q/W:change zoom
E:move mode/sniper mode
--mouse mode
middle click:keyboard mode/mouse mode
Z/X/C/S:move in mouse mode
L click:main cannon
R click:rapid cannon
A/D:change radar turget
cursor:move in keyboard mode
Z/X/C/S:turn turret in keyboard mode
A:Main cannon 1600k×20 in keyboard mode
D:Rapid cannon 100k×20 in keyboard mode
V/B:change the speed of turning turret
F:Blind balloon
G:I forget its maybe change engine power
Q/W:change zoom
E:move mode/sniper mode
--mouse mode
middle click:keyboard mode/mouse mode
Z/X/C/S:move in mouse mode
L click:main cannon
R click:rapid cannon
A/D:change radar turget
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Heavy tank Mud snake MK7-3 light
It can change its color with scenario like this.
The scenario is here.
I cannot explain how to use it in English,but its not so difficult.
You should use only H/J/N/M key in this scenario.
The scenario is here.
I cannot explain how to use it in English,but its not so difficult.
You should use only H/J/N/M key in this scenario.
- Code:
--いろいろ追加パック
--アメリカ、ソ連、ドイツっぽい迷彩追加したい
--特殊色調を増やした。
--装甲車からの導入迷彩はカウルの鮮やかさが足りないので11で対策する必要あり。
COL_VAL=1
COL_S1=0
COL_S2=0
COL_S3=0
COL_S4=0
CCD1_1=0
CCD1_2=0
CCD2_1=0
CCD2_2=0
CCD3_1=0
CCD3_2=0
CCD4_1=0
CCD4_2=0
-- 1の時カメラの中心座標を下に下げる。
CCDY=-1
function main()
out(0,"HJで選択、Nで色変更")
out(1,"Mで砲塔カメラ色")
if COL_VAL==0 then COL_VAL=1 end
if _SKEY(2)==1 then COL1=COL_S1 COL2=COL_S2 COL3=COL_S3 COL4=COL_S4 CCL1=CCLF(COL_S1) CCL2=CCLF(COL_S2) CCL3=CCLF(COL_S3) CCL4=CCLF(COL_S4) end
if _SKEY(3)==1 then COL1=CCD1_2 COL2=CCD2_2 COL3=CCD3_2 COL4=CCD4_2 CCL1=CCLF(COL1) CCL2=CCLF(COL2) CCL3=CCLF(COL3) CCL4=CCLF(COL4) CCDY=-1 end
for i=1,4 do
if CCDY==-1 then _G["CCD"..i.."_1"]=_CCD(29+i,29+i) end
if CCDY==1 then _G["CCD"..i.."_1"]=_CCD(62,9+i*10) end
_G["CCD"..i.."_2"]=(math.mod(math.floor(_G["CCD"..i.."_1"]/1024),32)*65536+math.mod(math.floor(_G["CCD"..i.."_1"]/32), 32)*256+math.mod(_G["CCD"..i.."_1"],32))*8
end
COL_VAL=COL_VAL+_SKEYDOWN(1)-_SKEYDOWN(0)
if COL_VAL==1 then COL_S1=5079040 COL_S2=5804800 COL_S3=6662144 COL_S4=6002944 out(3,COL_VAL," 草原塗装") end
if COL_VAL==2 then COL_S1=6322208 COL_S2=5797920 COL_S3=5273624 COL_S4=5273616 out(3,COL_VAL," 草原塗装Ⅱ") end
if COL_VAL==3 then COL_S1=9732681 COL_S2=7833145 COL_S3=5979940 COL_S4=6382620 out(3,COL_VAL," 草原塗装Ⅲ") end
if COL_VAL==4 then COL_S1=15330982 COL_S2=14078863 COL_S3=14600583 COL_S4=14596487 out(3,COL_VAL," 砂上塗装") end
if COL_VAL==5 then COL_S1=12632256 COL_S2=13290677 COL_S3=12044988 COL_S4=13417909 out(3,COL_VAL," 石上塗装") end
if COL_VAL==6 then COL_S1=7960728 COL_S2=11185545 COL_S3=6723951 COL_S4=9398371 out(3,COL_VAL," 石上塗装Ⅱ") end
if COL_VAL==7 then COL_S1=6645616 COL_S2=8882578 COL_S3=6185064 COL_S4=2895154 out(3,COL_VAL," 市街塗装") end
if COL_VAL==8 then COL_S1=7960966 COL_S2=9743574 COL_S3=5197915 COL_S4=4803937 out(3,COL_VAL," 市街地塗装Ⅱ") end
if COL_VAL==9 then COL_S1=803087 COL_S2=4158000 COL_S3=5914380 COL_S4=1843975 out(3,COL_VAL," 森林塗装") end
if COL_VAL==10 then COL_S1=4741414 COL_S2=5523500 COL_S3=5923103 COL_S4=5191985 out(3,COL_VAL," 森林塗装Ⅱ") end
if COL_VAL==11 then COL_S1=16777215 COL_S2=16777215 COL_S3=16777215 COL_S4=16777215 out(3,COL_VAL," 雪原塗装") end
if COL_VAL==12 then COL_S1=6964245 COL_S2=2634764 COL_S3=3678218 COL_S4=1193227 out(3,COL_VAL," 野戦塗装Ⅰ") end
if COL_VAL==13 then COL_S1=15330982 COL_S2=10459981 COL_S3=3953708 COL_S4=8814178 out(3,COL_VAL," 野戦塗装Ⅱ") end
if COL_VAL==14 then COL_S1=16768932 COL_S2=4731925 COL_S3=5329441 COL_S4=14673546 out(3,COL_VAL," 野戦塗装Ⅲ") end
if COL_VAL==15 then COL_S1=4669490 COL_S2=5719582 COL_S3=15118722 COL_S4=16229706 out(3,COL_VAL," 野戦塗装Ⅳ") end
if COL_VAL==16 then COL_S1=7957849 COL_S2=6181670 COL_S3=3620363 COL_S4=7631670 out(3,COL_VAL," 野戦塗装Ⅴ") end
if COL_VAL==17 then COL_S1=9274382 COL_S2=9128464 COL_S3=8676887 COL_S4=6196494 out(3,COL_VAL," 野戦塗装Ⅵ") end
if COL_VAL==18 then COL_S1=16711680 COL_S2=9043968 COL_S3=4194304 COL_S4=8388608 out(3,COL_VAL," 赤塗装") end
if COL_VAL==19 then COL_S1=8404992 COL_S2=32768 COL_S3=8421440 COL_S4=16384 out(3,COL_VAL," 泥蛇六型改") end
if COL_VAL==20 then COL_S1=11566391 COL_S2=5868565 COL_S3=5123604 COL_S4=165378 out(3,COL_VAL," 泥蛇七型") end
if COL_VAL==21 then COL_S1=14132053 COL_S2=9886785 COL_S3=9924435 COL_S4=5806419 out(3,COL_VAL," 泥蛇七型改改") end
if COL_VAL==22 then COL_S1=8421504 COL_S2=12632256 COL_S3=561 COL_S4=3684608 out(3,COL_VAL," 電磁投射砲駆逐戦車") end
if COL_VAL==23 then COL_S1=6981942 COL_S2=7092499 COL_S3=3632147 COL_S4=10064166 out(3,COL_VAL," 三式装甲車弐型改") end
if COL_VAL==24 then COL_S1=11770978 COL_S2=9793856 COL_S3=11946015 COL_S4=14196295 out(3,COL_VAL," 四式装甲車 火炎放射機搭載型2") end
if COL_VAL==25 then COL_S1=3831040 COL_S2=6398982 COL_S3=13303454 COL_S4=10736472 out(3,COL_VAL," 戦場の匠") end
if COL_VAL==26 then COL_S1=CCD1_2 COL_S2=CCD1_2 COL_S3=CCD1_2 COL_S4=CCD1_2 out(3,COL_VAL," 砲塔カメラ単色") CCDY=-1 end
if COL_VAL==27 then COL_S1=CCD1_2 COL_S2=CCD2_2 COL_S3=CCD3_2 COL_S4=CCD4_2 out(3,COL_VAL," 砲塔カメラ四色") CCDY=-1 end
if COL_VAL==28 then COL_S1=CCD1_2 COL_S2=CCD1_2 COL_S3=CCD1_2 COL_S4=CCD1_2 out(3,COL_VAL," 下方カメラ単色") CCDY=1 end
if COL_VAL==29 then COL_S1=CCD1_2 COL_S2=CCD2_2 COL_S3=CCD3_2 COL_S4=CCD4_2 out(3,COL_VAL," 下方カメラ四色") CCDY=1 end
if COL_VAL==30 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==31 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==32 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==33 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==34 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==35 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==36 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==37 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==38 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==39 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
if COL_VAL==40 then COL_S1=0 COL_S2=0 COL_S3=0 COL_S4=0 out(3,COL_VAL," 未入力") end
_SETCOLOR(COL_S1)
_MOVE2D(1.1,0.6)
_LINE2D(1.1,0.4)
_MOVE2D(1.1,0.6)
_LINE2D(0.9,0.6)
_MOVE2D(0.9,0.6)
_LINE2D(0.9,0.4)
_MOVE2D(1.1,0.4)
_LINE2D(0.9,0.4)
_SETCOLOR(COL_S2)
_MOVE2D(1.4,0.6)
_LINE2D(1.4,0.4)
_MOVE2D(1.4,0.6)
_LINE2D(1.2,0.6)
_MOVE2D(1.2,0.6)
_LINE2D(1.2,0.4)
_MOVE2D(1.4,0.4)
_LINE2D(1.2,0.4)
_SETCOLOR(COL_S3)
_MOVE2D(1.1,0.3)
_LINE2D(1.1,0.1)
_MOVE2D(1.1,0.3)
_LINE2D(0.9,0.3)
_MOVE2D(0.9,0.3)
_LINE2D(0.9,0.1)
_MOVE2D(1.1,0.1)
_LINE2D(0.9,0.1)
_SETCOLOR(COL_S4)
_MOVE2D(1.4,0.3)
_LINE2D(1.4,0.1)
_MOVE2D(1.4,0.3)
_LINE2D(1.2,0.3)
_MOVE2D(1.2,0.3)
_LINE2D(1.2,0.1)
_MOVE2D(1.4,0.1)
_LINE2D(1.2,0.1)
end
function CCLF(COL)
local str=string.format("%06x_",COL)
local r=tonumber(string.sub (str, 1 , 2),16)
local g=tonumber(string.sub (str, 3 , 4),16)
local b=tonumber(string.sub (str, 5 , 6),16)
local p=0.6666666666
r=math.floor( (r+math.min(128,r*p))*p -r*0.5 )
g=math.floor( (g+math.min(128,g*p))*p -g*0.5 )
b=math.floor( (b+math.min(128,b*p))*p -b*0.5 )
--out(20,r,g,b)
return r*65536 + g*256 +b
end
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Heavy tank Mud snake MK7-3 light
CREEPER!!
Now I'm going to try and make my own creeper in RC.
Now I'm going to try and make my own creeper in RC.
MrSparks- Tank
- Posts : 73
Join date : 2012-01-05
Age : 34
Location : Michigan
Re: Heavy tank Mud snake MK7-3 light
The maps in the first and last pictures look pretty legit. Maybe you could post them?
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Heavy tank Mud snake MK7-3 light
These maps are not my works,and I don't know if the authors arrow me to redistribute.
The forest map is in orz SVN,which is in orz wiki.
Minecraftish map is not distributed now.
If possible,I want to be evaluated the tank's performance.
The forest map is in orz SVN,which is in orz wiki.
Minecraftish map is not distributed now.
If possible,I want to be evaluated the tank's performance.
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Heavy tank Mud snake MK7-3 light
I have been making some modifications to my own prototype heavy tank, perhaps I can help you test it out. I have already tested the MudSnake against my tank a little bit by opening RC twice and fighting against myself, but that isn't the same as testing against another person.
Rainman- Tank
- Posts : 80
Join date : 2011-02-14
Age : 31
Location : New England, US
RigidChips :: Rigid-Chips :: Files :: Cars
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