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(WIP) When Elvis met Johnny (feedback/help wanted)


bjornl

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Lt Albrecht,

Thanks for your kind words. In that this mod will include a fair bit of my convoluted humor I'm not sure it'll have that wide an appeal. Still going to do as nice a job as I am able for those few for who this will prove useful.

 

At the moment I am just spinning my wheels. Spending hours trying to figure out the scripting conundrum I mentioned a post before yours.

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I still haven't sorted out the script issue. So I have been working on other things.... a brief sample.

 

Someone to get things started, Might be utilized a later as well.

 

The outfit is a custom texture applied to the Kings outfit and Ranger hat. Lighter (dirtier) color to the hat, darker band, changed jacket and shoe leather to brown, removed some of the zippers and the gang logo, dirtier pants, and other minor changes.

 

Sound file sample with Elvis voice (Elvis is one of the robots not the old dude pictured above)

 

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Try this script:

scn	BLBoomScript

float fTimer

begin OnAdd

	PlaySound blboom
	set fTimer to 19

end

begin GameMode

	if fTimer > 0
		set fTimer to fTimer - GetSecondsPassed
	elseif fTimer
		set fTimer to 0
		BLElvisREF.PlaceAtMe FatManNukeExplosion 1
		RemoveMe
	endif

end
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Try this script:

scn	BLBoomScript

Thank you very much. Your method solved 3 of the 4 things which pointed me in the right direction. I combined this with what MartinPurvis posted and got exactly what I was trying to get.

 

Here is what I used (in case someone else uses google to try and solve a similar issue)

SCN BLBoomScript

short doOnce
short fTimerStarted
short iStage
float fTimer

Begin OnAdd
    if (doOnce == 0)
        Set fTimerStarted to 1
        Set doOnce to 1
         PlaySound blboom
    endif
End


Begin GameMode
    if (fTimerStarted == 1)
        if (fTimer > 0)
            Set fTimer to (fTimer - GetSecondsPassed)
        elseif (iStage == 0)
            Set iStage to 1
            Set fTimer to 21
        elseif (iStage == 1)
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3
            BLElvisREF.PlaceAtMe FatManNukeExplosion 0 
            BLElvisREF.PlaceAtMe FatManNukeExplosion 1 
            BLElvisREF.PlaceAtMe FatManNukeExplosion 2 
            BLElvisREF.PlaceAtMe FatManNukeExplosion 3 
            Set iStage to 2
        elseif (iStage == 2)
            BLElvisREF.PlaceAtMe FatManNukeExplosion 1 
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 0
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 1
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 2
            BLElvisREF.PlaceAtMe ExplosionPlasmaCritEffect 3
            BLElvisREF.Disable 
            Set iStage to 3
            Set fTimer to 0
        endif
    endif
End

The extra explosions are for 'fill' then anything. The 2nd group of explosions creates a split second in the middle of the inferno where suddenly Elvis is and then isn't there.

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  • 2 weeks later...

Another NPC mostly done..... I made several bandanas, might try different colors.

note: the new (re-colored/edited) outfits shown in the preview images will be available for purchase in game.

 

Pete's son Bob is back in town and immediately finds the cozy seat with the best view.

 

 

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