jgjiscool Posted March 5, 2012 Share Posted March 5, 2012 Big Red Button Pressers is proud to announce the latest project to hit our product line of... well... nothing:GUNNER MODThis plugin is in development at the moment based on my vague un-knowledge of C# and the help of the KSP files. If you have any ideas for this mod, you should share them here.AT THE MOMENT:This mod will create an actual machine gun part that you can use to conquer... your own inventions.PROGRESS:Observing KSP FilesWorkingCreating PartsRelease Link to comment Share on other sites More sharing options...
swebonny Posted March 5, 2012 Share Posted March 5, 2012 I was thinking about such a mod, I\'ll drop my ideas for now Good luck! Link to comment Share on other sites More sharing options...
Monkthespy Posted March 5, 2012 Share Posted March 5, 2012 If it is possible, it should be triggered by a button other than T, R, ETC. Link to comment Share on other sites More sharing options...
jgjiscool Posted March 5, 2012 Author Share Posted March 5, 2012 If it is possible, it should be triggered by a button other than T, R, ETC. I was thinking of that... I\'ll see what I can do. Link to comment Share on other sites More sharing options...
Panichio Posted March 5, 2012 Share Posted March 5, 2012 Can\'t wait for all these new plugins to be released. Link to comment Share on other sites More sharing options...
Volt Posted March 5, 2012 Share Posted March 5, 2012 I was thinking of that... I\'ll see what I can do.Would be handy if you could allow access to the key binding to change it, in a .cfg or something. Would that be difficult? Link to comment Share on other sites More sharing options...
jgjiscool Posted March 5, 2012 Author Share Posted March 5, 2012 Would be handy if you could allow access to the key binding to change it, in a .cfg or something. Would that be difficult?Hopefully not... If anyone else would like to help with the code, it would be good too. I reckon I could get it to read from the main CFG. Link to comment Share on other sites More sharing options...
Caesar15 Posted March 6, 2012 Share Posted March 6, 2012 I am totally inna use this for Roleplay! Link to comment Share on other sites More sharing options...
trbinsc Posted March 6, 2012 Share Posted March 6, 2012 Just think, guided kinetic kill missiles. Link to comment Share on other sites More sharing options...
StaticArcher Posted March 7, 2012 Share Posted March 7, 2012 http://kerbalspaceprogram.com/forum/index.php?topic=8246.0He\'s already got configurable keys. Just take a look at his source and figure that portion out. Link to comment Share on other sites More sharing options...
jgjiscool Posted March 7, 2012 Author Share Posted March 7, 2012 So far all I have to use is the 'Decouple()' function... Link to comment Share on other sites More sharing options...
C7Studios Posted March 7, 2012 Share Posted March 7, 2012 If you want to access the .cfg files. It\'s fairly straightforward. Harvester has done a fantastic job with his parser!To lay it out, anything declared as 'public' will be accessible to the config files, all you have to do is exactly match the name of the variable you used.For example.// Since this is public it will automatically be available to the cfg parser.public string FireKey = 'F'; // Sets the default key for firing to F. This will be used if there is no 'FireKey' value in the .cfg file.// now to use it.if (Input.GetKeyDown(FireKey)) // Here we check if the key has been pressed 'down', it will return true only once per key press. { // Do your fire logic here}if (Input.GetKey(Firekey)) // if you hold down the key, it will return true every time. Useful for continuous effects, returns false if the key is up.{ // Bang bang}// Over in the .cfg file just add this line anywhere// This must be a valid key.FireKey = T Now you may be asking, how to create a projectile on the fly eh? Its going to be a little complicated because you need to create everything purely in script. But it can be done. You need to first create a 'GameObject' and attach to it everything that it requires. Such as a visual model, a physics collider and particle effects. Once you have built the game object, you can create clones of it with the 'Instantiate' command of unity. I\'ll be glad to help you out with the code if you need it. But you may want to reference these links first.http://unity3d.com/support/documentation/Manual/Instantiating%20Prefabs.htmlhttp://unity3d.com/support/documentation/ScriptReference/Object.Instantiate.htmlhttp://unity3d.com/support/documentation/ScriptReference/GameObject.AddComponent.html Link to comment Share on other sites More sharing options...
jgjiscool Posted March 8, 2012 Author Share Posted March 8, 2012 Now you may be asking, how to create a projectile on the fly eh? Its going to be a little complicated because you need to create everything purely in script. But it can be done. You need to first create a 'GameObject' and attach to it everything that it requires. Such as a visual model, a physics collider and particle effects. Once you have built the game object, you can create clones of it with the 'Instantiate' command of unity.Or I can export a prefab out of unity itself? Link to comment Share on other sites More sharing options...
jgjiscool Posted March 11, 2012 Author Share Posted March 11, 2012 *Thread Updated*Observation of files completed... time to get to work... Link to comment Share on other sites More sharing options...
Caesar15 Posted March 11, 2012 Share Posted March 11, 2012 yay Link to comment Share on other sites More sharing options...
Caesar15 Posted March 14, 2012 Share Posted March 14, 2012 um did you give this up, bc if i were you i would never give this up Link to comment Share on other sites More sharing options...
gtaguy Posted March 14, 2012 Share Posted March 14, 2012 So is this gonna be some find of infinate fireing side mounted machine gun? or a phaser blaster that doesn\'t actually destroy anything? Link to comment Share on other sites More sharing options...
Causeless Posted March 14, 2012 Share Posted March 14, 2012 um did you give this up, bc if i were you i would never give this upNever gonna give you up, never gonna let you down...But yeah, I\'m interested in how this may turn out. Link to comment Share on other sites More sharing options...
Caesar15 Posted March 14, 2012 Share Posted March 14, 2012 Never gonna give you up, never gonna let you down...But yeah, I\'m interested in how this may turn out.Hey you got my reference! Link to comment Share on other sites More sharing options...
jgjiscool Posted March 15, 2012 Author Share Posted March 15, 2012 I\'m getting there guys! Sorry about the wait! I\'ve just finished Start-Stop 0.1 So will get working on this tonight. Still got some bugs with Start-Stop, but they can wait and I\'ll do a prelim release of it anyway. I\'m not giving up! Link to comment Share on other sites More sharing options...
madmat Posted March 15, 2012 Share Posted March 15, 2012 Dammit you\'re making a MACHINE GUN,,We\'re not giving up either!! Link to comment Share on other sites More sharing options...
Caesar15 Posted March 16, 2012 Share Posted March 16, 2012 Dammit you\'re making a MACHINE GUN,,We\'re not giving up either!! yessss Link to comment Share on other sites More sharing options...
cteam Posted March 25, 2012 Share Posted March 25, 2012 I want this so bad. Link to comment Share on other sites More sharing options...
jgjiscool Posted March 25, 2012 Author Share Posted March 25, 2012 I want this so bad.Trust me. I want this more than you to attempt work in a language I have NEVER used before. Ever. In my life.I am testing my comprehension of Unity in this... endeavor that\'s for sure. Link to comment Share on other sites More sharing options...
madmat Posted March 26, 2012 Share Posted March 26, 2012 We\'re all behind you (especially if your holding the gun) ;D Link to comment Share on other sites More sharing options...
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