Stephen Lujan's Resources
This is a full implementation for a grenade launcher based on the crossbow weapon in stock torque. Only one minor engine change is needed to overcome torque projectiles need for a collision to detonate a projectile. The rest was achieved through simple script changes.
Author Stephen Lujan Date 04/21/2008 (9:25 am) Comment 3 comments
This resource will allow you to create a text message drifting up over any shapebase object. The color and duration of this message can be entered from scripts. The messages drift up, to avoid becoming unreadable if a new message is created on the same object, and they fade out before they expire. Also I provide code to produce damage messages which are also colored according to the objects remaining health.
Author Stephen Lujan Date 08/14/2007 (9:42 am) Comment 14 comments
TGE spawn points that spawn anything. This code uses spawnspheres built off of the SpawnSphereMarker object and datablock. However my spawn points can be set to spawn anything upon the games initialization. The intention was to come up with a very dynamic way to spawn AI monsters allowing you as much control or random influence as you want. However it would work just as well for spawning items, vehicles or whatever. I plan on expanding and improving this system more soon. Also has features to help spawn things at ground level, schedule spawning intervals, and more. All of the AISpawnSphere's automatically are placed in a new simgroup when created. Nothing else should be in this simgroup.
Author Stephen Lujan Date 04/10/2007 (9:09 am) Comment 2 comments
