Anti material infantry
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Anti material infantry
This model is FPS170 regulation model,and recreation of orz server's infantry models made by susi.
Almost all infantry models were uploaded around orz17480~orz17560 written "FPS".
It has HP.When the HP became 0 it brakes.This model was uploaded orz17571,but the version uploaded in orz
is written in Japanese.
W/A/S/D: move
Z: change equip
X: jump
C: brake
E: reload
mouse:use arms
Almost all infantry models were uploaded around orz17480~orz17560 written "FPS".
It has HP.When the HP became 0 it brakes.This model was uploaded orz17571,but the version uploaded in orz
is written in Japanese.
W/A/S/D: move
Z: change equip
X: jump
C: brake
E: reload
mouse:use arms
- Code:
// [RCD]
Val
{
AF1(default=180, min=90, max=180, disp=0)
AF2(default=0, max=180, disp=0)
AF3(default=0, max=50000, step=50000, disp=0)
AR1(default=60, min=60, max=120, disp=0)
AR2(default=-30, min=-30, max=30, disp=0)
AR3(default=-90, min=-180, max=-90, disp=0)
AR4(default=0, max=30, disp=0)
AR5(default=0, max=178, step=10, disp=0)
BRAKE(default=10, max=100, step=10, disp=0)
CL1(default=0, disp=0)
COL1(default=#295E20, disp=0)
ENGIN(default=0, min=-1500, max=1500, step=500, disp=0)
ENGIN2(default=0, min=-1500, max=1500, step=500, disp=0)
GCOUNT2(default=0, max=60, disp=0)
GUN(default=0, max=500000, step=500000, disp=0)
G_COUNT(default=5, max=1000, disp=0)
G_COUNT2(default=10, max=1000, disp=0)
G_WX(default=0, min=-50000, max=50000, disp=0)
G_WZ(default=0, min=-500000, max=500000, disp=0)
JUMP(default=0, max=2000000, step=2000000, disp=0)
VENGIN(default=0, min=-100, max=100, step=500, disp=0)
VENGIN2(default=0, min=-100, max=100, step=500, disp=0)
VX(default=90, min=50, max=130, disp=0)
VY(default=-60, min=-120, max=-45, disp=0)
YAW(default=0, min=-5, max=5, step=0.5, disp=0)
}
Key
{
}
Body
{
Core(color=col1, name=DM1, user1=105) {
S:TrimF(angle=90, option=1, name=DM7) {
N:RudderF(angle=VY, option=1, name=DM8) {
N:RudderF(angle=150, option=1, name=DM6) {
S:TrimF(angle=-VX, option=1, name=DM10) {
N:Frame(angle=-150, option=1, color=col1, name=DM9) {
N:Jet(angle=-120, power=JUMP, color=col1, name=F_CORE) { }
S:Cowl(angle=180, color=col1, effect=#0000) {
S:Cowl(angle=-160, option=2, color=CL1, effect=#0000) { }
}
}
N:TrimF(angle=90, option=1) {
S:Cowl(effect=#F0FB) {
S:Cowl(angle=150, effect=#F0FB) {
S:Cowl(angle=120, effect=#F0FB) {
E:Cowl(angle=120, effect=#F0FB) {
E:Cowl(angle=150, color=col1) {
E:Cowl(angle=150, color=col1, effect=#0000) { }
}
}
}
}
}
W:Wheel(angle=180, power=-G_WX, brake=100, color=#95BD80, name=DM2) { }
}
N:Wheel(angle=180, power=-G_WZ, brake=100, color=col1) { }
S:Weight(angle=90, color=col1, name=DM20) {
W:Wheel(angle=-30, power=ENGIN2, brake=brake, color=col1, name=DM44) { }
E:Wheel(angle=-30, power=ENGIN, brake=brake, color=col1, name=DM55) { }
S:Frame(angle=-30) { }
}
S:Weight(angle=-90, color=col1) {
W:Wheel(angle=30, power=-ENGIN2, brake=brake, color=col1, name=DM4) { }
E:Wheel(angle=30, power=-ENGIN, brake=brake, color=col1, name=DM5) { }
S:Frame(angle=30) { }
}
}
}
}
}
E:Frame(angle=AR1, option=1, name=DM12) {
S:RudderF(angle=AR3, option=1, name=DM13) {
W:TrimF(angle=AR2, option=1, name=DM15) {
E:Frame(angle=-AR4, color=#808080, name=DM14) {
E:Arm(angle=AR4, power=GUN, option=200000, color=#363636, name=SYOU) {
E:Cowl(angle=91, option=0, effect=#F0FB) {
N:Cowl(angle=-135, effect=#F0FB) {
N:Cowl(angle=90, effect=#F0FB) {
W:Cowl(angle=90, option=4, color=#363636) {
E:Cowl(option=4, color=#363636) {
N:Cowl(angle=-0.2, option=3, color=#363636) {
E:Cowl(angle=-0.2, option=4, color=#363636) { }
}
}
}
}
W:Cowl(angle=-90, option=4, color=#363636) { }
}
}
W:Cowl(angle=-170, color=#363636) {
W:Cowl(angle=170, option=5, color=#363636) { }
}
W:Cowl(angle=179, option=5, color=#363636) {
N:Cowl(angle=-AR5, option=1, color=#808000) { }
}
W:Cowl(color=#141414) {
W:Cowl(option=4, effect=#F0FB) {
W:Cowl(angle=180, option=3, color=#363636) { }
}
}
E:Cowl(angle=89, option=0, effect=#F0FB) {
N:Cowl(angle=-135, effect=#F0FB) {
N:Cowl(angle=90, effect=#F0FB) {
W:Cowl(angle=90, option=4, color=#363636) {
E:Cowl(option=4, color=#363636) {
N:Cowl(angle=0.2, option=3, color=#363636) {
E:Cowl(angle=0.2, option=4, color=#363636) { }
}
}
}
}
W:Cowl(angle=-90, option=4, color=#363636) { }
}
N:Cowl(angle=110, effect=#F0FB) { }
}
N:Cowl(color=#363636) { }
E:Cowl(color=#141414) {
S:Cowl(angle=-45, option=1, color=#363636) { }
S:Cowl(angle=45, option=1, color=#363636) { }
E:Cowl(angle=150, color=#363636, effect=#F0FB) {
E:Cowl(angle=120, effect=#F0FB) {
S:Cowl(angle=150, effect=#F0FB) {
S:Cowl(angle=30, option=2, effect=#C0FB, name=SC) {
S:Cowl(angle=175, effect=#F000) {
S:Cowl(angle=-175, option=2, effect=#C0FB) {
N:Cowl(angle=175, effect=#F000) {
N:Cowl(angle=-175, option=2, effect=#C0FB) { }
}
}
}
}
}
}
}
}
}
}
E:Cowl(angle=-80, effect=#F0FB) {
E:Cowl(angle=170, effect=#F0FB) { }
}
}
}
}
S:Cowl(angle=150, effect=#F0FB) {
S:Cowl(angle=140, effect=#F0FB) {
S:Cowl(angle=160, option=2, color=#618F3A) {
N:Cowl(angle=-179, effect=#FE20) {
N:Cowl(angle=-179, option=2, color=col1) { }
N:Cowl(angle=180, option=2, color=col1, effect=#0000) { }
}
}
}
}
W:Frame(angle=80, option=1) {
S:RudderF(angle=AF1, option=1) {
S:Arm(angle=AF2, power=AF3, option=10000, name=SYOU2) {
N:Cowl(angle=-90, effect=#F0FB) {
W:Cowl(angle=-135, effect=#F0FB) {
S:Cowl(angle=90, option=3, color=#C0C0C0) { }
}
}
N:Cowl(angle=-179, option=5, color=#C0C0C0) {
S:Cowl(effect=#F0FB) {
S:Cowl(angle=180, option=3, color=#C0C0C0) { }
}
}
}
}
}
}
}
Lua
{
_ZOOM(100)
_SPLIT(CORE)
dy=_Y(F_CORE)
count=0
gunc2=0
red=255
green=0
blue=0
GUNmoad=0
G_count2=0
G_count3=0
G_count4=0
--↓主武装をリロードした時の弾数
G_COUNTM=5
--↓副武装をリロードした時の弾数
G_COUNT2M=10
--↓主武装のリロード速度 1が標準、数が多いほど速くなる。
G_COUNTR=0.5
function main()
if _CCD(33,33)~=0 then COL1=(math.mod(math.floor(_CCD(33,33)/1024),32)*65536+math.mod(math.floor(_CCD(33,33)/32), 32)*256+math.mod(_CCD(33,33),32))*8 end
BRAKE=BRAKE+_KEY(6)*10
if _KEYDOWN(4)==1 then GUNmoad=GUNmoad+1 end
if GUNmoad==3 then GUNmoad=0 end
if GUNmoad==1 then out(1,"Z change equip:Anti material rifle") else
if GUNmoad==0 then out(1,"Z change equip:")end
if GUNmoad==2 then out(1,"Z change equip:Hand gun")end end
odm=
(_T(DM1)*4+
_T(DM2)*2+
_T(DM3)+
_T(DM4)+
_T(DM5)+
_T(DM6)+
_T(DM7)+
_T(DM8)+
_T(DM9)+
_T(DM10)+
_T(DM11)+
_T(DM12)+
_T(DM13)+
_T(DM14)+
_T(DM20)+
_T(DM44)+
_T(DM55)+
_T(SYOU)+
_T(DM15))
-225000
out(0,"HP: ",odm/50)
if odm<0 then _BYE(DM1) _BYE(DM2) _BYE(DM3) _BYE(DM4) _BYE(DM5) _BYE(DM6) _BYE(DM12) _BYE(F_CORE) end
x = _X(SYOU)
y = _Y(SYOU)
z = _Z(SYOU)
zx = -_ZX(SYOU)*2
zy = -_ZY(SYOU)*2
zz = -_ZZ(SYOU)*2
xx = -_XX(SYOU)*2
xy = -_XY(SYOU)*2
xz = -_XZ(SYOU)*2
yx = -_YX(SYOU)*2
yy = -_YY(SYOU)*2
yz = -_YZ(SYOU)*2
x2 = _X(SYOU2)
y2 = _Y(SYOU2)
z2 = _Z(SYOU2)
zx2 = -_ZX(SYOU2)*2
zy2 = -_ZY(SYOU2)*2
zz2 = -_ZZ(SYOU2)*2
xx2 = -_XX(SYOU2)*2
xy2 = -_XY(SYOU2)*2
xz2 = -_XZ(SYOU2)*2
yx2 = -_YX(SYOU2)*2
yy2 = -_YY(SYOU2)*2
yz2 = -_YZ(SYOU2)*2
_SETCOLOR(0)
_MOVE3D(_X(SC)+_ZX(SC)*-0.1,_Y(SC)+_ZY(SC)*-0.1,_Z(SC)+_ZZ(SC)*-0.1)
_LINE3D(_X(SC)+_ZX(SC)*0.1,_Y(SC)+_ZY(SC)*0.1,_Z(SC)+_ZZ(SC)*0.1)
_MOVE3D(_X(SC)+_XX(SC)*-0.1,_Y(SC)+_XY(SC)*-0.1,_Z(SC)+_XZ(SC)*-0.1)
_LINE3D(_X(SC)+_XX(SC)*0.1,_Y(SC)+_XY(SC)*0.1,_Z(SC)+_XZ(SC)*0.1)
if _KEY(15)>0 then
ENGIN=ENGIN-500
ENGIN2=ENGIN2+500
end
if _KEY(8)>0 then
ENGIN=ENGIN+500
ENGIN2=ENGIN2-500
end
if _KEY(7)>0 then
VENGIN=VENGIN-100
VENGIN2=VENGIN2-100
end
if _KEY(9)>0 then
VENGIN=VENGIN+100
VENGIN2=VENGIN2+100
end
ENGIN=(ENGIN+VENGIN)
ENGIN2=(ENGIN2+VENGIN2)
my = _MY()-_HEIGHT()/2
mx = _MX()-_WIDTH()/2
VX = 90+mx/5
VY = -60+my/10
if 150<_TICKS() then
if 0<_PLAYERS() then
mine=_PLAYERMYID()
pnum=0
for dummy=0,_PLAYERS()-1,1 do
if _PLAYERID(pnum)==_PLAYERMYID() then
mynum=pnum
break
end
pnum=pnum+1
end
CL1=_PLAYERCOLOR(mynum)
else
CL1=255*256^2+255*256+255
end
end
setAx, setAy, setAz = setAx or _AX(F_CORE), setAy or _AY(F_CORE), setAz or _AZ(F_CORE)
setAy = fixAngleRad(setAy+YAW*0.05)
if count>0 then
G_WX = (setAx-_AX(F_CORE))*300000 + (0-_WX(F_CORE))*40000
G_WZ = (setAz-_AZ(F_CORE))*100000 - (0-_WZ(F_CORE))*4000
else G_WX=0 G_WZ=0 end
if _KEYDOWN(5)>0 then JUMP=800000 count=count+1 end
if count>0 then count=count+1 end
if count==30 then count=0 end
rgb=red*65536+green*256+blue
--マシンガン
if GUNmoad==1 then
if G_COUNT==0 then out(3,"E リロード") end
if G_count2<5 or G_count2>160 then AR3=AR3+5 AR5=AR5+10 end
if _KEYDOWN(16)==1 then G_count2=G_count2+G_COUNTR end
if G_count2>0 then G_count2=G_count2+G_COUNTR end
if G_count2>150 then G_COUNT=G_COUNTM G_count2=0 end
co_time=G_count2/30/G_COUNTR
co_time=math.floor(co_time)
co_time=5/G_COUNTR-co_time
out(2,"ammo ",G_COUNT)
out(3,co_time)
if _E(SYOU)==10000 then G_COUNT=G_COUNT-1 end
if _ML()>0 and G_COUNT>0 and G_count2==0 then GUN=200000 BRAKE=100 else GUN=0 gunc2=0 end
if gunc2==3 then GUN=200000 end
if gunc2==4 then gunc2=0 end
out(4,gunc2)
if _MR()>0 then _ZOOM(5) AR1=AR1+5 AR2=AR2+5
_SETCOLOR(rgb)
_MOVE3D(x,y,z)
_LINE3D(x + xx*700,y + xy*700,z + xz*700)
_MOVE3D(0,y,0)
else _ZOOM(100) AR1=AR1-5 AR2=AR2-5 end
AR4=AR4-5
else AR3=AR3-5 AR2=AR2+5 AR4=AR4+5
end
--ハンドガン
if GUNmoad==2 then
_SETCOLOR(rgb)
_MOVE3D(x2,y2,z2)
_LINE3D(x2 + zx2*-700,y2 + zy2*-700,z2 + zz2*-700)
_MOVE3D(0,y2,0)
out(2,"ammo ",G_COUNT2)
out(3,G_count4)
AF1=AF1+5
AF2=AF2-10
if _ML()>0 and G_COUNT2>0 and GCOUNT2==0 then G_count3=G_count3+1 else G_count3=0 end
if G_count3>10 then G_count3=0 end
if G_count3==10 then AF3=50000 G_COUNT2=G_COUNT2-1 end
if _KEYDOWN(16)>0 then G_count4=G_count4+1 end
if G_count4>0 then G_count4=G_count4+1 end
if G_count4==60 then G_count4=0 G_COUNT2=G_COUNT2M end
else
AF1=AF1-5
AF2=AF2+10
end
end
--------------------------------------------------------------------------------------
function fixAngleRad(rad) --Limit degree from -pi to pi
local lim = math.pi
return math.mod(rad+lim*9, lim*2)-lim
end
--------------------------------------------------------------------------------------
function fixAngleDeg(deg) --Limit degree from -180 to 180
return math.mod(deg+180*9, 360)-180
end
}
Last edited by orrrrz on Tue Jul 03, 2012 9:40 pm; edited 1 time in total
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Anti material infantry
A supplementary explanation:This model has active camouflage.
You can use it with turning off or on the CCDview.
You can use it with turning off or on the CCDview.
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
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