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Paste #1072: fdgfdg
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Pasted by fgfdg
function ClientRender()
if ( ICpayload == true ) then
currentTime = getTickCount ()
timeDifference = currentTime - loggedTime
--Checkpoint marker A, ion cannon "beam"
if ( timeDifference >= 100 ) and ( stopBeamGrow == false ) then
IC_beamSize = IC_beamSize + 1
setMarkerSize ( ICBeam, IC_beamSize )
setMarkerSize ( ICBeam2, IC_beamSize )
setMarkerSize ( ICBeam3, IC_beamSize )
if ( IC_beamSize == 6 ) then
ICShotFlare = true
end
local loops = loops + 1
if ( loops == 18 ) then
stopBeamGrow = true
end
end
--Checkpoint marker B, used to preserve the "beam" as cp marker a disappears when changing size
if ( timeDifference >= 150 ) and ( stopBeamGrowB == false ) then --20 loops 150ms intervals
IC_beamSize = IC_beamSize + 1
setMarkerSize ( ICBeam, IC_beamSize )
setMarkerSize ( ICBeam2, IC_beamSize )
setMarkerSize ( ICBeam3, IC_beamSize )
if ( IC_beamSize == 6 ) then
ICShotFlare = true
elseif ( IC_beamSize == 6 ) then
stopBeamGrowB == true
end
end
--Corona "flare". Grows after cp marker B grows a little
if ( timeDifference >= 30 ) and ( ICShotFlare == true ) then --150 loops 30ms intervals
IC_beamFlareSize = IC_beamFlareSize + 1
setMarkerSize ( ICBeamFlare, IC_beamFlareSize )
end
--Explosions
if ( timeDifference >= 170 ) and ( stopExplosions == false ) then --18 loops 170ms intervals
local r = IC_beamSize --min/max blast radius: 1.5-28
angleUp = math.random(0, 35999)/100 --random angle between 0 and 359.99
explosionXCoord = r*math.cos(angleUp) + ICBeaconX --circle trig math
explosionYCoord = r*math.sin(angleUp) + ICBeaconY --circle trig math
createExplosion ( explosionXCoord, explosionYCoord, ICBeaconZ, 7 )
loggedTime = getTickCount ()
IC_loops = IC_loops + 1
if IC_loops == 16 then
IC_flaresize = 20
IC_flaresize2 = 20
--setTimer ( ICFlareFade, 50, 155 ) --5, timer changed
elseif IC_loops == 18 then
IC_loops = 0 ------reset stuff
IC_beamSize = 5 ------reset stuff
stopExplosions = true
destroyElement ( ICBeam )
destroyElement ( ICSecondaryBeam )
destroyElement ( ICBeam2 )
destroyElement ( ICSecondaryBeam2 )
destroyElement ( ICBeam3 )
destroyElement ( ICSecondaryBeam3 )
end
end
end
end
addEventHandler ( "onClientRender", getRootElement(), ClientRender )
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