Type 5 Anti Tank Gun
5 posters
RigidChips :: Rigid-Chips :: Files :: Turrets
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Type 5 Anti Tank Gun
Hey,everybody,r u still alive?
- Code:
Val
{
CCL1(default=#58391D, disp=0)
CCL2(default=#3A5025, disp=0)
CCL3(default=#71813F, disp=0)
CCL4(default=#408000, disp=0)
COL1(default=#58391D, disp=0)
COL2(default=#3A5025, disp=0)
COL3(default=#71813F, disp=0)
COL4(default=#408000, disp=0)
MA1(default=180, min=-5.2, max=180, step=30, disp=0)
MA10(default=180, min=-5.2, max=180, step=30, disp=0)
MA11(default=180, min=-5.2, max=180, step=30, disp=0)
MA12(default=180, min=-5.2, max=180, step=30, disp=0)
MA13(default=180, min=-5.2, max=180, step=30, disp=0)
MA14(default=180, min=-5.2, max=180, step=30, disp=0)
MA15(default=180, min=-5.2, max=180, step=30, disp=0)
MA16(default=180, min=-5.2, max=180, step=30, disp=0)
MA17(default=180, min=-5.2, max=180, step=30, disp=0)
MA18(default=180, min=-5.2, max=180, step=30, disp=0)
MA19(default=180, min=-5.2, max=180, step=30, disp=0)
MA2(default=180, min=-5.2, max=180, step=30, disp=0)
MA20(default=180, min=-5.2, max=180, step=30, disp=0)
MA3(default=180, min=-5.2, max=180, step=30, disp=0)
MA30(default=180, min=-5.2, max=180, step=30, disp=0)
MA4(default=180, min=-5.2, max=180, step=30, disp=0)
MA5(default=180, min=-5.2, max=180, step=30, disp=0)
MA6(default=180, min=-5.2, max=180, step=30, disp=0)
MA7(default=180, min=-5.2, max=180, step=30, disp=0)
MA8(default=180, min=-5.2, max=180, step=30, disp=0)
MA9(default=180, min=-5.2, max=180, step=30, disp=0)
MB1(default=0, max=3300000, step=3200000, disp=0)
MB10(default=0, max=3300000, step=3200000, disp=0)
MB11(default=0, max=3300000, step=3200000, disp=0)
MB12(default=0, max=3300000, step=3200000, disp=0)
MB13(default=0, max=3300000, step=3200000, disp=0)
MB14(default=0, max=3300000, step=3200000, disp=0)
MB15(default=0, max=3300000, step=3200000, disp=0)
MB16(default=0, max=3300000, step=3200000, disp=0)
MB17(default=0, max=3300000, step=3200000, disp=0)
MB18(default=0, max=3300000, step=3200000, disp=0)
MB19(default=0, max=3300000, step=3200000, disp=0)
MB2(default=0, max=3300000, step=3200000, disp=0)
MB20(default=0, max=3300000, step=3200000, disp=0)
MB3(default=0, max=3300000, step=3200000, disp=0)
MB4(default=0, max=3300000, step=3200000, disp=0)
MB5(default=0, max=3300000, step=3200000, disp=0)
MB6(default=0, max=3300000, step=3200000, disp=0)
MB7(default=0, max=3300000, step=3200000, disp=0)
MB8(default=0, max=3300000, step=3200000, disp=0)
MB9(default=0, max=3300000, step=3200000, disp=0)
MGBAL(default=0, max=10000000, step=10000000, disp=0)
MGBAL2(default=0, max=10000000, step=10000000, disp=0)
MJET(default=0, max=12800000, step=190000, disp=0)
PCOL1(default=#008000, disp=0)
TS(default=2, min=0.05, max=15)
TURN(default=150, min=-3600, max=3600)
UD(default=90, min=-3600, max=3600)
}
Key
{
}
Body
{
// Core(color=COL2) {}
Core(color=COL2, name=CORE1) {
S:Weight(angle=180, color=COL2) {
S:Weight(angle=180, color=COL2, name=core2) {
S:Weight(option=4, color=COL2, name=MGCORE3) {
N:Jet(angle=180, power=MGbal, option=2, color=#000000) { }
N:Jet(angle=180, power=MGbal2, option=2, color=#000000) { }
N:Weight(angle=ud, option=3, color=col1) {
W:Weight(angle=120, option=3, color=col4) {
W:Weight(angle=turn, option=3, color=col4, spring=0.5, damper=0.5) {
N:Weight(angle=-150, option=4, color=col1) {
N:Weight(angle=-120, option=8, color=col1) {
E:Weight(angle=-30, option=8, color=col3) {
E:Weight(angle=10, option=8, color=col4) {
E:Weight(angle=10, option=8, color=col3) { }
}
E:Weight(angle=-130, option=8, color=col2) {
E:Weight(angle=-10, option=8, color=col1) { }
}
}
S:Weight(angle=-30, option=8, color=col3) {
S:Weight(angle=10, option=8, color=col1) {
S:Weight(angle=10, option=8, color=col2) { }
}
S:Weight(angle=-130, option=8, color=col1) {
S:Weight(angle=-10, option=8, color=col1) { }
}
}
W:Weight(angle=-30, option=8, color=col1) {
W:Weight(angle=10, option=8, color=col2) {
W:Weight(angle=10, option=8, color=col1) { }
}
W:Weight(angle=-130, option=8, color=col3) {
W:Weight(angle=-10, option=8, color=col1) { }
}
}
N:Weight(angle=-30, option=8, color=col1) {
N:Weight(angle=10, option=8, color=col3) {
N:Weight(angle=10, option=8, color=col4) { }
}
N:Weight(angle=-130, option=8, color=col2) {
N:Weight(angle=-10, option=8, color=col1) { }
}
}
}
}
}
W:Weight(angle=120, option=3, color=col2) { }
}
S:Cowl(angle=90, effect=#f000) {
S:Cowl(angle=-20, effect=#f000) {
S:Cowl(angle=100, color=pcol1, effect=#0000) {
N:Cowl(color=#FFA770, angle=-10, option=2) {
S:Cowl(color=#FFA770, angle=178, effect=#00F0FB) {
S:Cowl(color=#3F5F1F, angle=178, option=2) {
S:Cowl(color=pcol1, angle=-179, option=2) { }
}
}
S:Cowl(color=pcol1, angle=-178, effect=#00F0FB) {
S:Cowl(color=pcol1, angle=-178, option=2) {
S:Cowl(color=#FFA770, angle=179, option=2) { }
}
}
}
S:Cowl(angle=80, option=3, color=pcol1, effect=#0000) { }
S:Cowl(angle=80, option=4, color=pcol1, effect=#0000) { }
W:Cowl(angle=90, option=3, color=pcol1, effect=#0000) { }
E:Cowl(angle=90, option=4, color=pcol1, effect=#0000) { }
}
}
N:Cowl(effect=#f000) {
W:Cowl(option=1, color=ccl1, effect=#f000) {
N:Cowl(angle=80, color=ccl2, effect=ccef2) {
S:Cowl(color=ccl3, effect=ccef2) {
S:Cowl(color=ccl1, effect=ccef2) { }
E:Cowl(angle=90, option=1, color=ccl3, effect=ccef2) { }
}
}
}
E:Cowl(option=1, color=ccl1, effect=#f000) {
N:Cowl(angle=80, color=ccl1, effect=ccef2) {
S:Cowl(color=ccl4, effect=ccef2) {
S:Cowl(color=ccl3, effect=ccef2) { }
W:Cowl(angle=90, option=1, color=ccl2, effect=ccef2) { }
}
}
}
}
}
}
S:Jet(power=10000000, effect=1, name=smokej) { }
}
S:Weight(angle=155, color=col3, spring=1, damper=1) {
S:Weight(angle=114, option=5, color=col4) {
W:Weight(angle=90, color=col3) { }
E:Weight(angle=90, color=col2) { }
}
S:Jet(angle=-244, power=MJET, color=col4, effect=1) { }
S:Jet(angle=-244, power=MJET, color=col4, effect=1) { }
}
S:Weight(angle=55, option=8, color=Col1, spring=1, damper=1) {
N:Cowl(angle=60, color=ccl1, effect=ccef2) {
N:Cowl(angle=-5, color=ccl1, effect=ccef2) {
N:Cowl(color=ccl4, effect=ccef2) {
N:Cowl(option=1, color=ccl2, effect=ccef2, name=cannon) { }
}
}
}
N:Weight(angle=60, option=1, color=Col1, spring=1, damper=1, name=sight) {
N:Arm(angle=MA1, power=MB1, option=3200000, user1=320, color=COL1, name=MAin) { }
N:Arm(angle=MA2, power=MB2, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA3, power=MB3, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA4, power=MB4, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA5, power=MB5, option=3200000, user1=320, color=COL1) { }
}
N:Weight(angle=60, option=1, color=Col1, spring=1, damper=1) {
N:Arm(angle=MA6, power=MB6, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA7, power=MB7, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA8, power=MB8, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA9, power=MB9, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA10, power=MB10, option=3200000, user1=320, color=COL1) { }
}
N:Weight(angle=60, option=1, color=Col1, spring=1, damper=1) {
N:Arm(angle=MA11, power=MB11, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA12, power=MB12, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA13, power=MB13, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA14, power=MB14, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA15, power=MB15, option=3200000, user1=320, color=COL1) { }
}
N:Weight(angle=60, option=1, color=Col1, spring=1, damper=1) {
N:Arm(angle=MA16, power=MB16, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA17, power=MB17, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA18, power=MB18, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA19, power=MB19, option=3200000, user1=320, color=COL1) { }
N:Arm(angle=MA20, power=MB20, option=3200000, user1=320, color=COL1) { }
}
}
}
}
}
}
Lua
{_SPLIT(SMOKEJ)
MGBALS=-1
--電探用
T=-2
--色調変更用
CO1=0
CO2=0
CO3=0
CO4=0
CC1=0
CC2=0
CC3=0
CC4=0
_ZOOM(100)
--↓ジムグリから移植
MAINa=3200000
MAINj=320000
MC=0
c320={}
for i=0,_CHIPS()-1 do
if _USER1(i)==320 then
table.insert(c320,i)
end
end
--↑したもの
--撃ちっぱなし機能
key7s=-1
key7=0
--F6,F7で射撃速度を変えるための変数
MAINS1=15
MAINS2=20
function main()
if _T(0)==-1 or _KEY(5)+_KEY(8)+_KEY(15)==3 then _SPLIT(CORE2) end
--撃ちっぱなし機能
key7s=key7s-_KEYDOWN(7)*key7s*2
if key7s==1 then key7=1
else key7=0 end
_SPLIT(SMOKEJ)
COL1=COLF(CCL1) COL2=COLF(CCL2) COL3=COLF(CCL3) COL4=COLF(CCL4)
if _CCD(33,33)~=0 then
CCL1=(math.mod(math.floor(_CCD(35,33)/1024),32)*65536+math.mod(math.floor(_CCD(35,33)/32), 32)*256+math.mod(_CCD(35,33),32))*8
CCL2=(math.mod(math.floor(_CCD(37,33)/1024),32)*65536+math.mod(math.floor(_CCD(37,33)/32), 32)*256+math.mod(_CCD(37,33),32))*8
CCL3=(math.mod(math.floor(_CCD(39,33)/1024),32)*65536+math.mod(math.floor(_CCD(39,33)/32), 32)*256+math.mod(_CCD(39,33),32))*8
CCL4=(math.mod(math.floor(_CCD(41,33)/1024),32)*65536+math.mod(math.floor(_CCD(41,33)/32), 32)*256+math.mod(_CCD(41,33),32))*8
end
MGBALS=MGBALS-2*MGBALS*_KEYDOWN(9)
MGBAL=MGBALS*2500000
MGBAL2=MGBAL/10
if MGBALS==1 then COL1=0 COL2=0 COL3=0 COL4=0 CCL1=0 CCL2=0 CCL3=0 CCL4=0
elseif _KEYDOWN(9)==1 then COL1=CO1 COL2=CO2 COL3=CO3 COL4=CO4 CCL1=CC1 CCL2=CC2 CCL3=CC3 CCL4=CC4 end
if COL1~=0 then CC1=CCL1 CC2=CCL2 CC3=CCL3 CC4=CCL4 CO1=COL1 CO2=COL2 CO3=COL3 CO4=COL4 end
TS=TS+(_KEY(11)-_KEY(10))*0.05
TURN=TURN+(_KEY(6)-_KEY(4))*TS
if TURN<=180 then TURN=TURN+360 end
if TURN>=180 then TURN=TURN-360 end
UD=UD+(_KEY(5)-_KEY(8))*TS
if UD<=180 then UD=UD+360 end
if UD>=180 then UD=UD-360 end
_ZOOM(_ZOOM() + (_KEY(14)-_KEY(15))*5.5)
T=math.min(30,math.max(-2,T))
if T>=-1 then
_SETCOLOR(0)
_MOVE3D(_X(CANNON),_Y(CANNON),_Z(CANNON))
_LINE3D(_X(CANNON)-_ZX(CANNON)*1180,_Y(CANNON)-_ZY(CANNON)*1180,_Z(CANNON)-_ZZ(CANNON)*1180)
_SETCOLOR(16711680)
_MOVE3D(_X(CANNON)-_ZX(CANNON)*1180+_XX(CANNON),_Y(CANNON)-_ZY(CANNON)*1180+_XY(CANNON),_Z(CANNON)-_ZZ(CANNON)*1180+_XZ(CANNON))
_LINE3D(_X(CANNON)-_ZX(CANNON)*1180-_XX(CANNON),_Y(CANNON)-_ZY(CANNON)*1180-_XY(CANNON),_Z(CANNON)-_ZZ(CANNON)*1180-_XZ(CANNON))
_MOVE3D(_X(CANNON)-_ZX(CANNON)*1180+_YX(CANNON),_Y(CANNON)-_ZY(CANNON)*1180+_YY(CANNON),_Z(CANNON)-_ZZ(CANNON)*1180+_YZ(CANNON))
_LINE3D(_X(CANNON)-_ZX(CANNON)*1180-_YX(CANNON),_Y(CANNON)-_ZY(CANNON)*1180-_YY(CANNON),_Z(CANNON)-_ZZ(CANNON)*1180-_YZ(CANNON))
end
T=T+_KEYDOWN(12)-_KEYDOWN(13)
if T>=-1 then
out(0,"num",T)
out(4,"FPS",_FPS())
out(5,_E(c320[MC+1])/MAINa*100," ",MC)
end
if T>=0 then
out(1,"name",_PLAYERNAME(T))
out(2,"chip",_PLAYERCHIPS(T),"arms",_PLAYERARMS(T))
_SETCOLOR(0)
_MOVE3D(_X(MGCORE3),_Y(MGCORE3),_Z(MGCORE3))
_LINE3D(_PLAYERX(T),_PLAYERY(T),_PLAYERZ(T))
end
if _BASE()<29 then
MAINS1=3 MAINS2=5
TURN=TURN+(_KEY(6)-_KEY(4))*TS
else MAINS1=4 MAINS2=10
end
if MC==21 then MC=0 key7s=-1 end
if MC==0 and _E(MAIN)==MAINa and _KEYDOWN(7)==1 then MC=1 end
for i=1, 20 do
if MC==i and key7==1 then
_G["MA"..i]=_G["MA"..i]-180/MAINS1
_G["MB"..i]=_G["MB"..i]+MAINa/MAINS2
end
if _G["MB"..i]-MAINa>=0 and _G["MB"..i]-MAINa<500000 then MJET=MAINj
if MC==i and key7==1 then MC=MC+1 end
end
end
end
function COLF(CCL)
local str=string.format("%06x_",CCL)
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)
r=math.min(255,math.max(0,r))
g=math.min(255,math.max(0,g))
b=math.min(255,math.max(0,b))
return r*65536 + g*256 +b
end
}
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Type 5 Anti Tank Gun
I subscribed to the RSS feed reader, so I'm here.
Unfortunately, I dual boot, so I won't be able to look at this until I boot into Windows. I guess the wait is about the same in the end.
Unfortunately, I dual boot, so I won't be able to look at this until I boot into Windows. I guess the wait is about the same in the end.
DanielLC- Tank
- Posts : 78
Join date : 2010-10-23
Re: Type 5 Anti Tank Gun
I don't understand what is the wait means,but I relieved that there are users still here.
orrrrz- Tank
- Posts : 55
Join date : 2012-06-19
Age : 29
Location : Tokyo
Re: Type 5 Anti Tank Gun
Oh my god... LIVING PEOPLE!
Anyway, dude, the thing is pretty groovy. I quite like the fact that the turn sensitivity is adjustable. Makes it way easier to hit stuff...
Anyway, dude, the thing is pretty groovy. I quite like the fact that the turn sensitivity is adjustable. Makes it way easier to hit stuff...
Maurice- Hover
- Posts : 153
Join date : 2011-10-07
Age : 28
Location : The early 1970's
Re: Type 5 Anti Tank Gun
i'm still here, but mostly occupied by university stuff.
i also chatted with bwansy on irc a week or two ago as well.
i also chatted with bwansy on irc a week or two ago as well.
RA2lover- Walker
- Posts : 382
Join date : 2010-10-11
Age : 28
Location : Brazil
RigidChips :: Rigid-Chips :: Files :: Turrets
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