Created
February 19, 2025 22:30
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Kingdom Come: Deliverance | Edits to the mod Shooting Archery Targets Gives XP
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| ShootingTarget = | |
| { | |
| Client = {}, | |
| Server = {}, | |
| Properties= | |
| { | |
| fileModel = "objects/props/target/target.cgf", | |
| bTurningMode = 0, | |
| fIntervallMin = 3, | |
| fIntervallMax = 5, | |
| fLightUpTime = 2, | |
| fTurnSpeed = 0.5, | |
| fScoreScale = 10, | |
| }, | |
| Editor= | |
| { | |
| Icon="Item.bmp", | |
| ShowBounds = 1, | |
| }, | |
| States = {"Activated","Deactivated","Turning","Init"}, | |
| } | |
| ACTIVATION_TIMER=0; | |
| TURN_TIMER=1; | |
| function ShootingTarget:OnReset() | |
| local props=self.Properties; | |
| if(not EmptyString(props.fileModel))then | |
| self:LoadObject(0,props.fileModel); | |
| end; | |
| EntityCommon.PhysicalizeRigid(self,0,self.physics,0); | |
| self.side=0; | |
| self.ended=0; | |
| self:GetAngles(self.initialrot); | |
| CopyVector(self.turnrot,self.initialrot); | |
| if(self.Properties.bTurningMode==1)then | |
| self.turnrot.z=self.turnrot.z+(math.pi/2); | |
| end; | |
| self:Activate(1); | |
| self:GotoState("Deactivated"); | |
| end; | |
| function ShootingTarget:OnSave(tbl) | |
| tbl.side=self.side; | |
| tbl.ended=self.ended; | |
| end; | |
| function ShootingTarget:OnLoad(tbl) | |
| self.side=tbl.side | |
| self.ended=tbl.ended; | |
| end; | |
| function ShootingTarget:OnPropertyChange() | |
| self:OnReset(); | |
| end; | |
| function ShootingTarget.Server:OnInit() | |
| self.physics = { | |
| bRigidBody=1, | |
| bRigidBodyActive = 1, | |
| Density = -1, | |
| Mass = -1, | |
| }; | |
| self.tmp={x=0,y=0,z=0}; | |
| self.turnrot={x=0,y=0,z=0}; | |
| self.initialrot={x=0,y=0,z=0}; | |
| self.inc=0; | |
| self.init=1; | |
| self:OnReset(); | |
| end; | |
| function ShootingTarget.Client:OnHit(hit) | |
| if(g_localActor.id == hit.attackerId) then | |
| local vectorTemp=g_Vectors.temp; | |
| SubVectors(vectorTemp,self:GetPos(),hit.pos); | |
| local distance=LengthVector(vectorTemp); | |
| distance=((1-(distance*2))+0.08)*10; | |
| SubVectors(vectorTemp, player:GetPos(), self:GetPos()); | |
| local distancePlayerToTarget = LengthVector(vectorTemp); | |
| local experience = 0; | |
| experience = distancePlayerToTarget*distance*0.02; | |
| player.soul:AddSkillXP('weapon_bow', experience); | |
| end; | |
| end | |
| function ShootingTarget.Server:OnHit(hit) | |
| if(self:GetState()~="Activated")then return;end; | |
| local vTmp=g_Vectors.temp; | |
| SubVectors(vTmp,self:GetPos(),hit.pos); | |
| local dist=LengthVector(vTmp); | |
| dist=((1-(dist*2))+0.08)*10; | |
| if(dist>9.4)then | |
| dist=10; | |
| else | |
| dec=string.find(dist,".",1,1) | |
| dist=tonumber(string.sub(dist,1,dec-1)) | |
| end; | |
| if(self.Properties.bTurningMode==1)then | |
| local shooter=0; | |
| if(hit.shooter and hit.shooter==g_localActor)then | |
| shooter=1; | |
| else | |
| shooter=2; | |
| end; | |
| if(self.side==1)then | |
| self:GotoState("Init"); | |
| self:ActivateOutput("Hit",dist); | |
| else | |
| self:ActivateOutput("Hit",-1); | |
| end; | |
| else | |
| end; | |
| end; | |
| function ShootingTarget:Event_Activated() | |
| self:GotoState("Init"); | |
| BroadcastEvent(self, "Activated") | |
| end; | |
| function ShootingTarget:Event_Deactivated() | |
| self.ended=1; | |
| self:GotoState("Deactivated"); | |
| BroadcastEvent(self, "Deactivated") | |
| end; | |
| ShootingTarget.Server.Deactivated= | |
| { | |
| OnBeginState = function(self) | |
| if(self.init==0)then | |
| local props=self.Properties; | |
| self:KillTimer(ACTIVATION_TIMER); | |
| self:KillTimer(TURN_TIMER); | |
| AI.SetSmartObjectState(self.id,"Neutral"); | |
| if(props.fIntervallMin>props.fIntervallMax)then props.fIntervallMin=props.fIntervallMax;end; | |
| self:SetTimer(ACTIVATION_TIMER,20); | |
| else | |
| self.init=0; | |
| end; | |
| end, | |
| OnTimer = function(self,timerId,msec) | |
| if(timerId==ACTIVATION_TIMER)then | |
| self:GetAngles(self.tmp); | |
| self.inc=self.inc+self.Properties.fTurnSpeed; | |
| self.tmp.z=self.tmp.z+self.Properties.fTurnSpeed; | |
| self:SetAngles(self.tmp); | |
| if(self.inc<math.pi)then | |
| self:SetTimer(ACTIVATION_TIMER,20); | |
| else | |
| self:SetAngles(self.initialrot); | |
| end; | |
| end; | |
| end, | |
| }; | |
| ShootingTarget.Server.Activated= | |
| { | |
| OnBeginState = function(self) | |
| self.ended=0; | |
| if(self.Properties.bTurningMode==1)then | |
| AI.SetSmartObjectState(self.id,"Neutral"); | |
| local props=self.Properties; | |
| if(props.fIntervallMin>props.fIntervallMax)then props.fIntervallMin=props.fIntervallMax;end; | |
| self:SetTimer(ACTIVATION_TIMER,1000*random(props.fIntervallMin,props.fIntervallMax)); | |
| end; | |
| end, | |
| OnTimer = function(self,timerId,msec) | |
| if(self.ended==1)then | |
| self:GotoState("Deactivated"); | |
| return; | |
| end; | |
| if(timerId==ACTIVATION_TIMER)then | |
| self:GetAngles(self.tmp); | |
| self.inc=self.inc+self.Properties.fTurnSpeed; | |
| self.tmp.z=self.tmp.z-self.Properties.fTurnSpeed; | |
| self:SetAngles(self.tmp); | |
| if(self.inc<math.pi)then | |
| self:SetTimer(ACTIVATION_TIMER,20); | |
| else | |
| self:SetAngles(self.initialrot); | |
| AI.SetSmartObjectState(self.id,"Colored"); | |
| self.side=1; | |
| self:SetTimer(TURN_TIMER,1000*self.Properties.fLightUpTime); | |
| end; | |
| elseif(timerId==TURN_TIMER)then | |
| AI.SetSmartObjectState(self.id,"Neutral"); | |
| self:GotoState("Init"); | |
| end; | |
| end, | |
| }; | |
| ShootingTarget.Server.Init= | |
| { | |
| OnBeginState = function(self) | |
| self:KillTimer(ACTIVATION_TIMER); | |
| self:KillTimer(TURN_TIMER); | |
| self.inc=0; | |
| self.side=0; | |
| self:SetTimer(ACTIVATION_TIMER,25); | |
| end, | |
| OnTimer = function(self,timerId,msec) | |
| if(timerId==ACTIVATION_TIMER)then | |
| self:GetAngles(self.tmp); | |
| self.inc=self.inc+self.Properties.fTurnSpeed; | |
| self.tmp.z=self.tmp.z+self.Properties.fTurnSpeed; | |
| self:SetAngles(self.tmp); | |
| if(self.inc<math.pi/2)then | |
| self:SetTimer(ACTIVATION_TIMER,25); | |
| else | |
| self:SetAngles(self.turnrot); | |
| self:GotoState("Activated"); | |
| end; | |
| end; | |
| end, | |
| }; | |
| ShootingTarget.FlowEvents = | |
| { | |
| Inputs = | |
| { | |
| Deactivated = { ShootingTarget.Event_Deactivated, "bool" }, | |
| Activated = { ShootingTarget.Event_Activated, "bool" }, | |
| }, | |
| Outputs = | |
| { | |
| Deactivated = "bool", | |
| Activated = "bool", | |
| Hit = "int", | |
| PlayerOne = "int", | |
| PlayerTwo = "int", | |
| }, | |
| } |
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