[yt=425,350]xD4pHYISHRM[/yt]
Lien du script : http://mtasa.com/scripts/script8b.nuke.lua
Vidéo HD : http://www.mtasa.com/videos/scriptvideo8.wmv
Préparation du script : définition des variables, des array...
root = getRootElement ()
players = {}
outputChatBox ( "Nulear Bomb by Ransom" )
--nuke_rotX = 0
nuke_loops = 0
nuke_explosionTimer = 0
nuke_cloudRotationAngle = 0
nuke_explosionLimiter = false
nuke_cannonActivated = false
nuke_cancelActivation = false
players = getElementsByType ( "player" )
Donne à tous les joueurs accès à la commande
addEventHandler ( "onResourceStart", root, "ResourceStartNuke" )
function ResourceStartNuke ( name, root )
if name ~= getThisResource() then return end
for k,v in players do
-- for all players in the "players" array
bindKey ( v, "g", "down", "placeNukeBeacon" )
-- bind the key g for triggering the nuke
end
end
addEventHandler ( "onPlayerJoin", root, "nukePlayerJoin" )
function nukePlayerJoin ()
bindKey ( source, "g", "down", "placeNukeBeacon" )
--if a player joins after the resource loaded, bind their g key to trigger the nuke also
end
Quand la touche 'g' est utilisée, le curseur de la sourie s'active.
function placeNukeBeacon ( player, key, state )
if ( nuke_cannonActivated == false ) and ( nuke_cancelActivation == false ) and
( ion_cancelActivation == false ) and ( ion_cannonActivated == false ) then
--These conditions prevent triggering the same weapon twice or triggering the other weapon at the same time.
--Both weapons cannot be triggered because explosions are stretched to the limit, explosions would be random.
defineLaunchType = key
--This is used later on the onPlayerClick function to tell it what weapon to launch
showCursor ( player, true )
nuke_cancelActivation = true
else
if nuke_cancelActivation == true then
showCursor ( player, false )
end
--Prevents cursor from getting messed up if cursor is show for f or g and the opposite key is hit
nuke_cancelActivation = false
--nuke_cancelactivation is true when the cursor is showing. This is necessary along with asking if the actual
--weapon is active to prevent problems with the cursor and weapon activation between both weapons and themselves
if nuke_cannonActivated == true then
outputChatBox ( "Nuke has already been activated", activator )
else
outputChatBox ( "Cannot activate ion cannon and nuke at the same time", activator )
end
--This statement says that if the nuke is already in use, display a meassage about it being in use on g
--press else, if the above conditions were not satisifed and the nuke is not active, it meant the
--ioncannon was active. Therefore, display the other message that both weapons cannot be used at the
--same time.
end
end
Quand le joueur utilise les boutons de sa souris
addEventHandler ( "onPlayerClick", root, "playerClickNuke" )
function playerClickNuke ( button, state, clickedElement, x, y, z )
if defineLaunchType == "g" then
--If the player clicked, we check if the key is equal to f or g. This will dictate which onPlayerClick function
--commences between the ion cannon and nuke scripts
nuke_cancelActivation = false
--Since the weapon is now in use, you have no chance to abort by pressing the key again, therefore this is false
defineLaunchType = nil
--This must be reset to nil so it will not fire the nuke next time on click if f was pressed instead of g
--(which triggers ion)
nuke_beaconx = x
nuke_beacony = y
nuke_beaconz = z
--Set the nuke beacon (detonation spot) coordinates to the spot the mouse cursor clicked on the game map
local playerz, playerz, playerz = getElementPosition ( source )
--I put a z height limit on the nuke, because the visual image of the bomb dropping can be broken if it is set
--to start an explosion/visually show object deletion in a mid-air point. To prevent this, I have assigned a max
--nuke height that is a little bit more than the z height of the player who activated it. There is a function to
--grab the actual z height at an X,Y position that I will implement later. For the above line,
--getElementPosition outputs 3 varibles, but I only want z so I overwrote 1 varible called playerz as the
--function went through and assigned the XYZ values to varible x, varible y, and varible z respectively.
nuke_maxBeamHeight = playerz + 2
if nuke_beaconz > nuke_maxBeamHeight then
nuke_beaconz = playerz + 3
end
--resets the nuke beacon z height if it is more than +3 above player z height
if ( button == "left" ) and ( state == "down" ) and ( nuke_cannonActivated == false ) then
--When the left mouse button is pressed down (not when released), if nuke is not active then
nuke_cannonActivated = true
--Set this varible to true, which will be used to avoid double launches & double weapon usage
showCursor ( source, false )
--Weapon beacon was chosen and the launch is initiating to that point. Hide cursor.
setTimer ( "nukeExplosion", 2700, 1 )
setTimer ( "nukeShot", 500, 1 )
--Trigger these two functions that will drop and explode the nuke. Nuke drop triggers in 500ms,
--1 time only. The explosion is triggered at 2700ms which is when the nuke should be hitting
--the ground on the game map, it is also triggered 1 time.
else
activator = getPlayerFromNick ( source )
showCursor ( source, false )
--Makes sure the cursor will not show again for detonation unless the nuke is not active. Activator
--is used to display output messages in the other functions that activations/launches arent possible
end
end
end
Bouge les objets selon le points d'arrivée de la détonation et crée l'illusion de l'explosion
function nukeShot ()
nuke1 = createObject ( 16340, nuke_beaconx, nuke_beacony, nuke_beaconz + 200 )
nuke2 = createObject ( 3865, nuke_beaconx + 0.072265, nuke_beacony + 0.013731, nuke_beaconz + 196.153122 )
nuke3 = createObject ( 1243, nuke_beaconx + 0.060547, nuke_beacony - 0.017578, nuke_beaconz + 189.075554 )
--The 3 objects that make the nucelar bomb are called nuke1, nuke2, and nuke3. Math is done to piece the
--bomb together correctly at any given XYZ detonation coordinates.
setObjectRotation ( nuke1, math.deg(0.245437), math.deg(0), math.deg(3.150001) )
setObjectRotation ( nuke2, math.deg(1.938950), math.deg(0), math.deg(-1.575) )
setObjectRotation ( nuke3, math.deg(-1.767145), math.deg(0), math.deg(0) )
--The objects must also be rotated after they are placed in the correct XYZ positions to get the bomb shape
--I created in the map editor at any given XYZ beacon/detonation point.
shotpath = nuke_beaconz - 200
moveObject ( nuke1, 5000, nuke_beaconx, nuke_beacony, shotpath, 259.9 ) --, 259
moveObject ( nuke2, 5000, nuke_beaconx + 0.072265, nuke_beacony + 0.013731, shotpath - 3.846878, 259.9 )
moveObject ( nuke3, 5000, nuke_beaconx + 0.060547, nuke_beacony - 0.017578, shotpath - 10.924446, 259.9 )
--To make all 3 pieces of the bomb stay together in the exact same shape, they must descend directly down.
--nuke2 and nuke3 drop paths are altered slightly to be directly below their created positions in the air.
end
Créer l'illusion d'une explosion nucléaire
function nukeExplosion ()
if nuke_explosionTimer == 0 then
--We set this value when the script started. I do so I can keep looping through this function without
--resetting it.
setTimer ( "nukeExplosion", 170, 35 )
--Trigger this function to initiate 35 times in 170ms intervals.
nuke_explosionTimer = 1
--Set the explosion timer flag to 1 so it is not done again with the looping (could have been true/false)
else
nuke_loops = nuke_loops + 1
--tells us how many times this function as been run through, which will be 35 in total.
r = randInt(1.5, 4.5)
--r will serve as our explosion radius. It can be a random value between 1.5 and 4.5 from the center of
--the circle. The math for this is below.
angleup = randInt(0, 35999)/100
--Choose a random angle. A value between 0 and 35999 is divided by 100 because we want
--to have 2 random decimal places for as well, rather than just a whole integer.
Explosionxcoord = r*math.cos(angleup) + nuke_beaconx
Explosionycoord = r*math.sin(angleup) + nuke_beacony
--The x and y coordinates of the explosion will occur at a max radius of 4.5 away from the nuke beacon,
--in a circular shape. This is a fundamental, simple circle geometry formula.
if nuke_loops == 1 then
nuke_nukeCloud = nuke_beaconz
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
elseif nuke_loops == 2 then
nuke_nukeCloud = nuke_beaconz + 4
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
--Up until 20 loops, a pillar of explosions is created with the above. 7 is the explosion type,
--which is tied with a couple others as the largest. 7 is a aircraft explosion.
elseif nuke_loops > 20 then
nuke_cloudRotationAngle = nuke_cloudRotationAngle + 22.5
if nuke_explosionLimiter == false then
nuke_cloudRadius = 7
Explosionxcoord = nuke_cloudRadius*math.cos(nuke_cloudRotationAngle) + nuke_beaconx
Explosionycoord = nuke_cloudRadius*math.sin(nuke_cloudRotationAngle) + nuke_beacony
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
nuke_explosionLimiter = true
elseif nuke_explosionLimiter == true then
nuke_explosionLimiter = false
end
nuke_cloudRadius2 = 16
Explosionxcoord2 = nuke_cloudRadius2*math.cos(nuke_cloudRotationAngle) + nuke_beaconx
Explosionycoord2 = nuke_cloudRadius2*math.sin(nuke_cloudRotationAngle) + nuke_beacony
createExplosion ( Explosionxcoord2, Explosionycoord2, nuke_nukeCloud, 7 )
else
nuke_nukeCloud = nuke_nukeCloud + 4
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
end
--Since explosions are pushed to the limit, I have to make sure I can use the maximum amount without
--having explosions not appear. This required me to have the above explosions run every other time
--to create a mushroom cloud inner part (a circular area defined above), while at the same time creating
--an outter circle that also gave the look of a "full" mushroom cloud that won't have obvious visual holes.
if nuke_loops == 1 then
--On the first loop, the bright flare (as I call it, actually a corona marker), is created and
--increases in size.
nukeExplosionFlare = createMarker ( nuke_beaconx, nuke_beacony, nuke_beaconz, "corona", 0, 255, 255,
255, 255 )
--The flare has an inital size of 0, and the R, G, B colors are 255, making it white.
nuke_flareSize = 0
setTimer ( "nukeFlareGrow", 1, 200 )
--On the first loop, set the nuke_flareSize varible to 0, which will dictate the flare (corona) size
--in the nukeFlareGrow function below as it is looped. The timer initiates the function 200 times,
--every 1ms (so it takes 1/5 of a second to loop 200 times, thus making the bright flare).
elseif nuke_loops == 35 then
nuke_explosionTimer = 0
setTimer ( "nukeFlareFade", 1, 200 )
nuke_loops = 0
end
--When this function has looped 35 times, the nuke has finished exploding and the flare must begin
--fading to look like it disappears naturally. Nuke loops is reset for the next nuke launch.
end
end
function nukeFlareGrow ()
setMarkerSize ( nukeExplosionFlare, nuke_flareSize )
nuke_flareSize = nuke_flareSize + 1
if nuke_flareSize == 200 then
destroyElement ( nuke1 )
destroyElement ( nuke2 )
destroyElement ( nuke3 )
end
--The flare becomes +1 larger on each loop, and the nuke is destroyed when the flare reaches maximum
--size. It is triggered here as this is the point where it is safest to assume the objects are out
--of site.
end
function nukeFlareFade ()
nuke_flareSize = nuke_flareSize - 1
setMarkerSize ( nukeExplosionFlare, nuke_flareSize )
if nuke_flareSize == 0 then
destroyElement ( nukeExplosionFlare )
nuke_cannonActivated = false
end
--Each time the function loops, the flare gets -1 smaller. When it has a size of 0 and becomes invisible,
--it needs to be deleted for the next nuke launch. No elements should stay created as they will pile up and
--eventually crash you or the server. Finally, nuke_cannonActivated is false, meaning the nuke is inactive
--and another weapon use can be performed.
end
CODE COMPLET :
--==============================================================================================================
--Start defining varibles, including a players array
--==============================================================================================================
root = getRootElement ()
players = {}
outputChatBox ( "Nulear Bomb by Ransom" )
--nuke_rotX = 0
nuke_loops = 0
nuke_explosionTimer = 0
nuke_cloudRotationAngle = 0
nuke_explosionLimiter = false
nuke_cannonActivated = false
nuke_cancelActivation = false
players = getElementsByType ( "player" )
--==============================================================================================================
--Give all players on the server access to the weapons
--==============================================================================================================
addEventHandler ( "onResourceStart", root, "ResourceStartNuke" )
function ResourceStartNuke ( name, root )
if name ~= getThisResource() then return end
for k,v in players do
-- for all players in the "players" array
bindKey ( v, "g", "down", "placeNukeBeacon" )
-- bind the key g for triggering the nuke
end
end
addEventHandler ( "onPlayerJoin", root, "nukePlayerJoin" )
function nukePlayerJoin ()
bindKey ( source, "g", "down", "placeNukeBeacon" )
--if a player joins after the resource loaded, bind their g key to trigger the nuke also
end
--====================================================================================================================
--When the nuke key (g) is pressed, show the mouse cursor that will allow the triggering of the onPlayerClick function
--====================================================================================================================
function placeNukeBeacon ( player, key, state )
if ( nuke_cannonActivated == false ) and ( nuke_cancelActivation == false ) and ( ion_cancelActivation == false ) and ( ion_cannonActivated == false ) then
--These conditions prevent triggering the same weapon twice or triggering the other weapon at the same time.
--Both weapons cannot be triggered because explosions are stretched to the limit, explosions would be random.
defineLaunchType = key
--This is used later on the onPlayerClick function to tell it what weapon to launch
showCursor ( player, true )
nuke_cancelActivation = true
else
if nuke_cancelActivation == true then
showCursor ( player, false )
end
--Prevents cursor from getting messed up if cursor is show for f or g and the opposite key is hit
nuke_cancelActivation = false
--nuke_cancelactivation is true when the cursor is showing. This is necessary along with asking if the actual
--weapon is active to prevent problems with the cursor and weapon activation between both weapons and themselves.
if nuke_cannonActivated == true then
outputChatBox ( "Nuke has already been activated", activator )
else
outputChatBox ( "Cannot activate ion cannon and nuke at the same time", activator )
end
--This statement says that if the nuke is already in use, display a meassage about it being in use on g press.
--else, if the above conditions were not satisifed and the nuke is not active, it meant the ioncannon was
--active. Therefore, display the other message that both weapons cannot be used at the same time.
end
end
--====================================================================================================================
--When the player clicks the mouse cursor, decide if the nuke is supposed to be launched and if so, set up the launch
--====================================================================================================================
addEventHandler ( "onPlayerClick", root, "playerClickNuke" )
function playerClickNuke ( button, state, clickedElement, x, y, z )
if defineLaunchType == "g" then
--If the player clicked, we check if the key is equal to f or g. This will dictate which onPlayerClick function
--commences between the ion cannon and nuke scripts
nuke_cancelActivation = false
--Since the weapon is now in use, you have no chance to abort by pressing the key again, therefore this is false
defineLaunchType = nil
--This must be reset to nil so it will not fire the nuke next time on click if f was pressed instead of g (which triggers ion)
nuke_beaconx = x
nuke_beacony = y
nuke_beaconz = z
--Set the nuke beacon (detonation spot) coordinates to the spot the mouse cursor clicked on the game map
local playerz, playerz, playerz = getElementPosition ( source )
--I put a z height limit on the nuke, because the visual image of the bomb dropping can be broken if it is set
--to start an explosion/visually show object deletion in a mid-air point. To prevent this, I have assigned a max
--nuke height that is a little bit more than the z height of the player who activated it. There is a function to
--grab the actual z height at an X,Y position that I will implement later. For the above line, getElementPosition
--outputs 3 varibles, but I only want z so I overwrote 1 varible called playerz as the function went through and
--assigned the XYZ values to varible x, varible y, and varible z respectively.
nuke_maxBeamHeight = playerz + 2
if nuke_beaconz > nuke_maxBeamHeight then
nuke_beaconz = playerz + 3
end
--resets the nuke beacon z height if it is more than +3 above player z height
if ( button == "left" ) and ( state == "down" ) and ( nuke_cannonActivated == false ) then
--When the left mouse button is pressed down (not when released), if nuke is not active then
nuke_cannonActivated = true
--Set this varible to true, which will be used to avoid double launches & double weapon usage
showCursor ( source, false )
--Weapon beacon was chosen and the launch is initiating to that point. Hide cursor.
setTimer ( "nukeExplosion", 2700, 1 )
setTimer ( "nukeShot", 500, 1 )
--Trigger these two functions that will drop and explode the nuke. Nuke drop triggers in 500ms,
--1 time only. The explosion is triggered at 2700ms which is when the nuke should be hitting
--the ground on the game map, it is also triggered 1 time.
else
activator = getPlayerFromNick ( source )
showCursor ( source, false )
--Makes sure the cursor will not show again for detonation unless the nuke is not active. Activator
--is used to display output messages in the other functions that activations/launches arent possible.
end
end
end
--=============================================================================================================================
--Move 3 objects according to the beacon/detonation point to give the appearance of a falling nuclear bomb to the desired point
--=============================================================================================================================
function nukeShot ()
nuke1 = createObject ( 16340, nuke_beaconx, nuke_beacony, nuke_beaconz + 200 )
nuke2 = createObject ( 3865, nuke_beaconx + 0.072265, nuke_beacony + 0.013731, nuke_beaconz + 196.153122 )
nuke3 = createObject ( 1243, nuke_beaconx + 0.060547, nuke_beacony - 0.017578, nuke_beaconz + 189.075554 )
--The 3 objects that make the nucelar bomb are called nuke1, nuke2, and nuke3. Math is done to piece the
--bomb together correctly at any given XYZ detonation coordinates.
setObjectRotation ( nuke1, math.deg(0.245437), math.deg(0), math.deg(3.150001) )
setObjectRotation ( nuke2, math.deg(1.938950), math.deg(0), math.deg(-1.575) )
setObjectRotation ( nuke3, math.deg(-1.767145), math.deg(0), math.deg(0) )
--The objects must also be rotated after they are placed in the correct XYZ positions to get the bomb shape
--I created in the map editor at any given XYZ beacon/detonation point.
shotpath = nuke_beaconz - 200
moveObject ( nuke1, 5000, nuke_beaconx, nuke_beacony, shotpath, 259.9 ) --, 259
moveObject ( nuke2, 5000, nuke_beaconx + 0.072265, nuke_beacony + 0.013731, shotpath - 3.846878, 259.9 )
moveObject ( nuke3, 5000, nuke_beaconx + 0.060547, nuke_beacony - 0.017578, shotpath - 10.924446, 259.9 )
--To make all 3 pieces of the bomb stay together in the exact same shape, they must descend directly down.
--nuke2 and nuke3 drop paths are altered slightly to be directly below their created positions in the air.
end
--==============================================================================================================
--Create the imitation of a nuclear explosion
--==============================================================================================================
function nukeExplosion ()
if nuke_explosionTimer == 0 then
--We set this value when the script started. I do so I can keep looping through this function without
--resetting it.
setTimer ( "nukeExplosion", 170, 35 )
--Trigger this function to initiate 35 times in 170ms intervals.
nuke_explosionTimer = 1
--Set the explosion timer flag to 1 so it is not done again with the looping (could have been true/false)
else
nuke_loops = nuke_loops + 1
--tells us how many times this function as been run through, which will be 35 in total.
r = randInt(1.5, 4.5)
--r will serve as our explosion radius. It can be a random value between 1.5 and 4.5 from the center of
--the circle. The math for this is below.
angleup = randInt(0, 35999)/100
--Choose a random angle. A value between 0 and 35999 is divided by 100 because we want
--to have 2 random decimal places for as well, rather than just a whole integer.
Explosionxcoord = r*math.cos(angleup) + nuke_beaconx
Explosionycoord = r*math.sin(angleup) + nuke_beacony
--The x and y coordinates of the explosion will occur at a max radius of 4.5 away from the nuke beacon,
--in a circular shape. This is a fundamental, simple circle geometry formula.
if nuke_loops == 1 then
nuke_nukeCloud = nuke_beaconz
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
elseif nuke_loops == 2 then
nuke_nukeCloud = nuke_beaconz + 4
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
--Up until 20 loops, a pillar of explosions is created with the above. 7 is the explosion type,
--which is tied with a couple others as the largest. 7 is a aircraft explosion.
elseif nuke_loops > 20 then
nuke_cloudRotationAngle = nuke_cloudRotationAngle + 22.5
if nuke_explosionLimiter == false then
nuke_cloudRadius = 7
Explosionxcoord = nuke_cloudRadius*math.cos(nuke_cloudRotationAngle) + nuke_beaconx --recalculate
Explosionycoord = nuke_cloudRadius*math.sin(nuke_cloudRotationAngle) + nuke_beacony --recalculate
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
nuke_explosionLimiter = true
elseif nuke_explosionLimiter == true then
nuke_explosionLimiter = false
end
nuke_cloudRadius2 = 16
Explosionxcoord2 = nuke_cloudRadius2*math.cos(nuke_cloudRotationAngle) + nuke_beaconx
Explosionycoord2 = nuke_cloudRadius2*math.sin(nuke_cloudRotationAngle) + nuke_beacony
createExplosion ( Explosionxcoord2, Explosionycoord2, nuke_nukeCloud, 7 )
else
nuke_nukeCloud = nuke_nukeCloud + 4
createExplosion ( Explosionxcoord, Explosionycoord, nuke_nukeCloud, 7 )
end
--Since explosions are pushed to the limit, I have to make sure I can use the maximum amount without
--having explosions not appear. This required me to have the above explosions run every other time
--to create a mushroom cloud inner part (a circular area defined above), while at the same time creating
--an outter circle that also gave the look of a "full" mushroom cloud that won't have obvious visual holes.
if nuke_loops == 1 then
--On the first loop, the bright flare (as I call it, actually a corona marker), is created and increases in size.
nukeExplosionFlare = createMarker ( nuke_beaconx, nuke_beacony, nuke_beaconz, "corona", 0, 255, 255, 255, 255 )
--The flare has an inital size of 0, and the R, G, B colors are 255, making it white.
nuke_flareSize = 0
setTimer ( "nukeFlareGrow", 1, 200 )
--On the first loop, set the nuke_flareSize varible to 0, which will dictate the flare (corona) size
--in the nukeFlareGrow function below as it is looped. The timer initiates the function 200 times,
--every 1ms (so it takes 1/5 of a second to loop 200 times, thus making the bright flare).
elseif nuke_loops == 35 then
nuke_explosionTimer = 0
setTimer ( "nukeFlareFade", 1, 200 )
nuke_loops = 0
end
--When this function has looped 35 times, the nuke has finished exploding and the flare must begin
--fading to look like it disappears naturally. Nuke loops is reset for the next nuke launch.
end
end
function nukeFlareGrow ()
setMarkerSize ( nukeExplosionFlare, nuke_flareSize )
nuke_flareSize = nuke_flareSize + 1
if nuke_flareSize == 200 then
destroyElement ( nuke1 )
destroyElement ( nuke2 )
destroyElement ( nuke3 )
end
--The flare becomes +1 larger on each loop, and the nuke is destroyed when the flare reaches maximum
--size. It is triggered here as this is the point where it is safest to assume the objects are out of site.
end
function nukeFlareFade ()
nuke_flareSize = nuke_flareSize - 1
setMarkerSize ( nukeExplosionFlare, nuke_flareSize )
if nuke_flareSize == 0 then
destroyElement ( nukeExplosionFlare )
nuke_cannonActivated = false
end
--Each time the function loops, the flare gets -1 smaller. When it has a size of 0 and becomes invisible, it needs
--to be deleted for the next nuke launch. No elements should stay created as they will pile up and eventually
--crash you or the server. Finally, nuke_cannonActivated is false, meaning the nuke is inactive and another weapon
--use can be performed.
end