Posted: 21st Apr 2003 1:25
a begening of a little demo...of decapiting

just shoot on the limb of the guy...
Posted: 21st Apr 2003 1:48
hmmm, I tried it in DBC and DBPro and it didn't work.
Posted: 21st Apr 2003 1:54
........huh?

for me it work in DBV1.13....retry it plz...maybe you ..forgot a part of the code..there is a "data" after the loop
Posted: 21st Apr 2003 2:24
i works fine for me. its pretty kewl.(i added a little "crosshair" in the middle of the screen so that i could see where to shoot and im about to add something else to make it seem a little more interesting ill add the code once im done.(im adding in DBC code so no pro stuff) i just hope it works
Posted: 21st Apr 2003 2:54
i work with DBC too...and im adding stuff to...... ..cause its my code

but you can add stuff if you want..
Posted: 21st Apr 2003 3:22
lol i know its your code i was just bored so here. i oly added like 3 things cause i was bored but there fune to play with well for a while at least. im sure youll notice what i added

+ Code Snippet
print "arrow keys to move"
print "hold shift to move faster"
print "mouse to rotate camera"
print "left click to shoot"
print "right click to zoom"
print "please press a key to start"
wait key

set display mode 1024,768,16
backdrop off
set camera range 1,6000
sync on
sync rate 0
set camera rotation ZYX
autocam off
hide mouse

make object sphere 99,10000
color object 99,rgb(175,0,0)
set object 99,1,1,0


create bitmap 1,1024,1024
ink rgb(100,0,0),0
box 0,0,512,512
ink rgb(0,100,0),0
box 512,0,1023,512
ink rgb(0,0,100),0
box 0,512,512,1023
ink rgb(0,0,0),0
box 512,512,1023,1023
get image 1,0,0,1024,1024
delete bitmap 1

make matrix 1,50000,50000,70,70
prepare matrix texture 1,1,1,1
fill matrix 1,0,0
update matrix 1

rem corps
make object box 1,100,200,100
rem bras
make object box 2,30,100,30
make mesh from object 1,2
delete object 2
rem jambe
make object box 2,30,100,30
make mesh from object 2,2
delete object 2
rem point de rotation
make object plain 2,1,1
make mesh from object 3,2
delete object 2

rem faire un object pour le corps....pour collision
make mesh from object 4,1
make object 2,4,0
delete mesh 4
glue object to limb 2,1,0

rem adder les bras/jambe au perso
for i=1 to 4
   add limb 1,i,1
   make object i+2,1,0
   make object i+6,2,0
   set object rotation ZYX i+2
   set object rotation ZYX i+6
   glue object to limb i+2,1,i
next i
rem adder les jambes au perso
for i=1 to 4
   add limb 1,i+4,2
   glue object to limb i+6,1,i+4
next i
rem adder les point de rotation au perso
for i=9 to 16
   add limb 1,i,3
next i
rem fixer les bras/jambe aux point de rotation
for i=1 to 8
   link limb 1,i,i+8
next i
rem fixer les point de rotation aux.....membre ki les font bouger..
for i=1 to 4
   link limb 1,8+(2*i),(i*2)-1
next i
rem offsetter les bras/jambe de leur point de rotation
for i=1 to 8
   offset limb 1,i,0,-50,0
next i
rem offset les bras/jambe ...du bas ..par rapport..a leur bras/jambe du haut
for i=1 to 4
   offset limb 1,8+(i*2),0,-50,0
next i
rem POSITIONNEMENT FINAL: mettre les bras/jambe a la bonne place (en positionnant seulemnt leur point de rotation)
offset limb 1,9,-60,100,0
offset limb 1,11,60,100,0
offset limb 1,13,-40,-100,0
offset limb 1,15,40,-100,0
rem Tete
make object box 11,50,50,50
set object rotation ZYX 11
make mesh from object 4,10
add limb 1,17,4
glue object to limb 11,1,17
offset limb 1,17,0,125,0

for i=0 to 17
  hide limb 1,i
next i

rem variable...de positionnement
x#=25000
z#=24500
y#=get ground height(1,x#,z#)+425
ay#=0
ax#=0
position camera x#,y#,z#
Ex#=25000
Ez#=25000
Ey#=get ground height(1,x#,z#)+300
Eay#=0
position object 1,ex#,ey#,ez#

dim move(11)
dim vitess#(11)
dim descend(11)
Acc#=0.05

rem rotater les bras/jambe ...pour pouvoir lui couper les membres..avec précision :)
set object rotation ZYX 1

rem faire le...projectile kon va lancer
make object box 12,5,30,5
color object 12,rgb(200,0,0)
set object rotation ZYX 12
lock object on 12
xrotate object 12,90
fix object pivot 12
position object 12,0,-10,20

for i=2 to 12
   set object collision to polygons i
next i

dim couper(11)
for i=1 to 11
   couper(i)=0
next i

rem animation
clear all object keyframes 1
i=1:rotate limb 1,8+((i*3)-(3-i)),45,90,0:rotate limb 1,10+((i*3)-(3-i)),45,270,0:set object keyframe 1,0
rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,10
rotate limb 1,13,0,0,0:rotate limb 1,14,0,0,0:rotate limb 1,15,45,0,0:rotate limb 1,16,315,0,0:rotate limb 1,9,45,90,0:rotate limb 1,11,315,135,0:set object keyframe 1,20
rotate limb 1,15,0,0,0:rotate limb 1,16,0,0,0:rotate limb 1,13,45,0,0:rotate limb 1,14,315,0,0:rotate limb 1,9,45,45,0:rotate limb 1,11,315,90,0:set object keyframe 1,30
loop object 1,10,30

do
   mx#=mousemovex()/(2-(zoom#*2))
   my#=mousemovey()/(4-(zoom#*5))
   a#=curveangle(a#+mx#,a#,2)
   cama#=curveangle(cama#+my#,cama#,2)   

if rnd(100)=10 then yrotate object 1,wrapvalue(object angle y(1)+rnd(10)-5)
   move object 1,-2

   ax#=camera angle x()
   if rightkey()=1 then rotate camera 0,wrapvalue(camera angle y()+90),0:move camera 10:rotate camera ax#,wrapvalue(camera angle y()-90),0
   if rightkey()=1 then if shiftkey()=1 then rotate camera 0,wrapvalue(camera angle y()+90),0:move camera 20:rotate camera ax#,wrapvalue(camera angle y()-90),0
   if leftkey()=1 then rotate camera 0,wrapvalue(camera angle y()-90),0:move camera 10:rotate camera ax#,wrapvalue(camera angle y()+90),0
   if leftkey()=1 then if shiftkey()=1 then rotate camera 0,wrapvalue(camera angle y()-90),0:move camera 20:rotate camera ax#,wrapvalue(camera angle y()+90),0
   if upkey()=1 then rotate camera 0,camera angle y(),0:move camera 10:rotate camera ax#,camera angle y(),0
   if upkey()=1 then if shiftkey()=1 then rotate camera 0,camera angle y(),0:move camera 20:rotate camera ax#,camera angle y(),0
   if downkey()=1 then rotate camera 0,camera angle y(),0:move camera -10:rotate camera ax#,camera angle y(),0
   if downkey()=1 then if shiftkey()=1 then rotate camera 0,camera angle y(),0:move camera -20:rotate camera ax#,camera angle y(),0

   if mouseclick()=2 then maxzoom#=-0.81
   if mouseclick()=0 then maxzoom#=0 : zoom#=0
   zoom#=curvevalue(maxzoom#,zoom#,50)
   set camera fov zoom#+20
   text 10,90, "Zoom amount = "+str$(int(zoom#*-100)/0.8)+"%"
 
 if mouseclick()=3 then maxzoom#=-0.81
 if (mouseclick()=3) and (tire=0)
      lock object off 12
      position object 12,camera position x(),camera position y(),camera position z()
      rotate object 12,camera angle x(),camera angle y(),0
      Tire=1
      time#=timer()
   endif
 
 if (mouseclick()=1) and (tire=0)
      lock object off 12
      position object 12,camera position x(),camera position y(),camera position z()
      rotate object 12,camera angle x(),camera angle y(),0
      Tire=1
      time#=timer()
   endif

   if tire=1
      move object 12,30
      restore aka
      for i=2 to 11
         read limb
         read limb2
         if couper(i)=0
            unglue object i
            rotate object i,limb angle x(1,limb)+limb angle x(1,limb2)+limb angle x(1,0),limb angle y(1,limb)+limb angle y(1,limb2)+limb angle y(1,0),0
            if i=11 then rotate object i,limb angle x(1,17)+limb angle x(1,0),limb angle y(1,17)+limb angle y(1,0),0
            if (object collision(i,12)=1)
               couper(i)=1
               move(i)=1
               stop=1
            else
               rotate object i,0,0,0
               glue object to limb i,1,i-2
               if i=11 then glue object to limb 11,1,17
            endif
         endif
      next i

      if sqrt((object position x(12)-camera position x() )^2+(object position y(12)-camera position y() )^2+(object position z(12)-camera position z() )^2)>=5000 then stop=1

      if (object position y(12)<=0) or (stop=1)
         lock object on 12
         rotate object 12,0,0,0
         position object 12,0,-10,20
         tire=0
         stop=0
      endif
   endif

      for i=2 to 11
         if (couper(i)=1) and (move(i)=1)
            vitess#=vitess#-acc#
            position object i,object position x(i),object position y(i)+vitess#,object position z(i)
            if object position y(i)<=10 then position object i,object position x(i),0,object position z(i):move(i)=0
         endif
      next i

   rotate camera wrapvalue(camera angle x()+(-1*mousemovey()/2)),wrapvalue(camera angle y()+(mousemovex()/2)),0

   position object 99,camera position x(),camera position y(),camera position z()

circle 512,384,8
dot 512,384
line 502,374,522,394
line 502,394,522,374


   set cursor 0,0
   print "FPS=",screen fps()
   print tire
   sync
loop


aka:
data 0,17,9,17,10,9,11,17,12,11,13,17,14,13,15,17,16,15,17,17


there ya go. i didn't change anything that was already there and becasue i did it quickly i didn't perfect the zoomed-in camera movement(its kinda jerky)
Posted: 21st Apr 2003 3:45
its good ill surely keep what you did...
Posted: 21st Apr 2003 5:24
ok have fun with it. oh and you can take the dot out of the crosshair at the end. i had that at first instead of having the lines(or as im gonna try to do, have it so that you can choose different crosshairs). im tempted to make a kewler zoom screen(make it look almost like your looking through a sniper scope) and acuallly im gonna start from what is here so far for my friends boredom game(his idea but he doesn't know or have software to program). i dont know i might work on it but its time for me to go to sleep. *yawn* argh school tomorrow. oh well only 3 more weeks till summer woohoo.
Posted: 27th Apr 2003 18:30
Ahh! The dude's feet just kept coming and coming! That's a great basis for a "House of the Dead" type zombie game. Good stuff!
Posted: 27th Apr 2003 21:30
lol