Certainly... I just added the full DL so you would have all the models and textures and sounds! :)
Well the code looks like this:
; Gnash v1.alpha
; Ralph Dunn
; June 10, 2004
; starting to come together
; -------------------
Graphics3D 800,600
SetBuffer BackBuffer()
SeedRnd (MilliSecs())
campiv = CreatePivot()
Global camera = CreateCamera(campiv)
floorpivot=CreatePivot()
PositionEntity camera,1466,200,410 ; 600,440,2000 - BUILDING 1466,200,410 - PAD
CameraRange camera,.1,1500
CameraFogRange camera,10,1300
EntityRadius camera,8,41
EntityType camera,1
Global gun_timer=MilliSecs() ; timer to track the difference in millisecs
Global gun_time=750 ; time in milliseconds that the gun will fire
Global ammo
Global rs
; --------------
HidePointer
;setup lighting
light=CreateLight()
RotateEntity light,45,45,0
AmbientLight 32,32,32 ; was 32,32,32
; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= SOUND
; Load Sound for backmusic
Global windnoise=LoadSound("media/windlow.ogg")
LoopSound windnoise
Global wind=LoadSound("media/windy1.ogg")
LoopSound wind
firebow=LoadSound("media/click1.wav")
Global doorx=LoadSound("media/metaldoor.wav")
Global walk=LoadSound("media/walk2.ogg")
SoundPitch walk,18000
LoopSound walk
play_walk=PlaySound(walk)
; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= MAP
Global terr=LoadTerrain("textures\hmap_1024.bmp")
ScaleEntity terr,25,400,25
PositionEntity terr,-20*512,0,-20*512
EntityFX terr,1
EntityType terr,2 ;Load terrain
;apply textures To terrain
tex1=LoadTexture( "textures\coolgrass1.bmp",1 )
ScaleTexture tex1,10,10
tex2=LoadTexture( "textures\lmap_256.bmp" ) ; i like a nice set of colors
ScaleTexture tex2,TerrainSize(terr),TerrainSize(terr)
EntityTexture terr,tex1,0,0
EntityTexture terr,tex2,0,1
; Draw the Aimpoint where the TEXT goes or you never see it
aim=LoadImage("textures\aimpoint3.png")
;create cloud planes
cloud=LoadTexture( "textures\cloud_2.bmp",3)
ScaleTexture cloud,1000,1000
p=CreatePlane()
EntityTexture p,cloud
EntityFX p,1
PositionEntity p,0,900,0
p=CopyEntity( p )
RotateEntity p,0,0,180
;create water plane
tex=LoadTexture( "textures\wawa1.bmp",3 )
ScaleTexture tex,128,128
Global w=CreatePlane()
EntityTexture w,tex
EntityType w,6
EntityBlend w,1
EntityAlpha w,.75
PositionEntity w,0,39,0
EntityFX w,1
;EntityType p,2
; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ENTITYS
;cool castle
Global castle=LoadMesh( "textures\tower1.b3d" )
PositionEntity castle,418,125,809
EntityFX castle,0
EntityType castle,2
UpdateNormals castle
TurnEntity castle,0,164,0
ScaleEntity castle,18,30,18
; GREAT HALL
Global ghall=LoadMesh( "textures\great_hall.b3d" )
PositionEntity ghall,3179,260,2458
EntityFX ghall,0
EntityType ghall,2
UpdateNormals ghall
TurnEntity ghall,0,164,0
ScaleEntity ghall,15,15,15
; CRYPT
Global crypt=LoadMesh( "textures\portal2.b3d" )
PositionEntity crypt,1835,399,2872
EntityFX crypt,0
EntityType crypt,2
UpdateNormals crypt
TurnEntity crypt,0,0,0
ScaleEntity crypt,15,15,15
; SWITCH
Global switch=LoadMesh( "textures\trigger1.b3d" )
PositionEntity switch,1835,399,2872
EntityFX switch,0
EntityAlpha switch,0
UpdateNormals switch
EntityType switch,4
TurnEntity switch,0,0,0
ScaleEntity switch,15,15,15
; CRYPT2
Global crypt2=LoadMesh( "textures\portal4.b3d" )
PositionEntity crypt2,1835,399,2872
EntityFX crypt2,0
EntityType crypt2,2
UpdateNormals crypt2
TurnEntity crypt2,0,0,0
ScaleEntity crypt2,15,15,15
HideEntity crypt2
; CRYPT3
Global crypt3=LoadMesh( "textures\crypt4.b3d" )
PositionEntity crypt3,1835,399,2872
EntityFX crypt3,0
EntityType crypt3,2
UpdateNormals crypt3
TurnEntity crypt3,0,0,0
ScaleEntity crypt3,15,15,15
HideEntity crypt3
;DOCK
Global dock=LoadMesh( "textures\dock_old.b3d" )
PositionEntity dock,950,80,116
EntityFX dock,0
EntityType dock,2
UpdateNormals dock
TurnEntity dock,0,180,0
ScaleEntity dock,18,18,18
;TELEPORT PAD
pad=LoadMesh( "textures\teleportpad1.b3d" )
PositionEntity pad,1466,150,410
EntityFX pad,0
EntityType pad,2
UpdateNormals pad
TurnEntity pad,0,0,0
ScaleEntity pad,5,5,5
Global pad2=LoadMesh( "textures\teleportpad1.b3d" )
PositionEntity pad2,949,-86,1949
EntityType pad2,2
UpdateNormals pad2
ScaleEntity pad2,5,5,5
; PAD 2 Trigger
Global switch2=LoadMesh( "textures\trigger1.b3d" )
PositionEntity switch2,950,-60,1949
EntityFX switch2,0
EntityAlpha switch2,1 ; was 0
UpdateNormals switch2
EntityType switch2,5
ScaleEntity switch2,25,25,25
HideEntity switch2
;WALL
Global wall=LoadMesh( "textures\gate3.b3d" )
PositionEntity wall,1190,175,837
EntityFX wall,0
EntityType wall,2
UpdateNormals wall
;TurnEntity wall,0,164,0
ScaleEntity wall,18,20,18
; PORTAL
Global portal=LoadMesh( "textures\0portal.b3d" )
PositionEntity portal,725,250,1957
EntityFX portal,0
EntityType portal,2
UpdateNormals portal
TurnEntity portal,0,0,0
ScaleEntity portal,25,25,25
EntityPickMode portal,1
;lil dingy
Global boat=LoadMesh( "textures\smallboat.b3d" )
PositionEntity boat,74,3,-267
EntityFX boat,0
EntityType boat,2
UpdateNormals boat
TurnEntity boat,0,0,0
ScaleEntity boat,2,2,2
;ladder
Global ladder=LoadMesh( "textures\ladder_1.b3d" )
PositionEntity ladder,570,251,2022
EntityFX ladder,0
EntityType ladder,2
EntityPickMode ladder,3
UpdateNormals ladder
TurnEntity ladder,0,180,0
ScaleEntity ladder,7,7,7
;DOOR animated
Global Adoor=LoadAnimMesh( "textures\adoor1.b3d" )
PositionEntity Adoor,850,252,2180 ; 252
EntityFX Adoor,0
EntityType Adoor,2
EntityPickMode Adoor,2
EntityRadius Adoor,10
UpdateNormals Adoor
TurnEntity Adoor,0,0,0
RotateEntity Adoor,90,0,0
ScaleEntity Adoor,6,8,7
;making new doors
;door2 = CopyMesh(Adoor)
;PositionEntity door2,800,252,2000
; TREE
dot=LoadMesh("textures\tree2.b3d")
HideEntity dot
UpdateNormals dot
EntityFX dot,2
Type tree
Field entity
Field treex
Field treey
Field treez
Field scale
End Type
; Load Xbow
Global gun=LoadAnimMesh("textures\xbow3.b3d",camera)
ScaleEntity gun,.8,.8,.8
PositionEntity gun,-.1,-4,8
; load xbow ammo
Global bolt=LoadMesh("textures\bolt6.b3d",gun)
;PositionEntity bolt,.26,-4,9
HideEntity bolt
; create a type
Type bullet
Field entity
Field speed#
Field range
Field pivot
End Type
CameraFogColor camera, 2, 2, 2
CameraFogMode camera,1
Collisions 1,2,2,3
Collisions 2,1,2,3
Collisions 4,1,2,2
Collisions 5,1,2,2
Collisions 1,4,2,2
Collisions 1,5,2,2
Collisions 2,2,2,1
Collisions 2,6,2,2
Collisions 6,2,2,2
ammo = 100
jumpflag=False
j#=1
PlaySound windnoise
PlaySound wind
healthy#=1
current = MilliSecs()
chnWalk=PlaySound (mov)
For tt= 1 To 100 ; 1000 trees on the map??? Sure!
t.tree = New tree ; where did "T" come from... I made it up. I could
t\entity = CopyEntity (dot) ; have used a letter or any word not reserved
t\treex=Rnd(-5000,5000) ; NOTE " \ " not " / "
t\treey=100
t\treez=Rnd(-5000,5000)
t\scale=Rnd(.5,2) ; Since B3D uses both + and - nums I had to use Rnd
Next ;
put_trees()
; XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX HERE
While Not KeyDown( 1 )
If rs=1 Then
PositionEntity camera,1466,220,412
ResetEntity camera
EndIf
rs=0
volume_walk=0
ChannelVolume play_walk,volume_walk
x#=EntityX(camera)
y#=EntityY(camera)
z#=EntityZ(camera)
; ---- HOW TO USE GRAVITY
y#=y#-8
PositionEntity camera,x#,y#,z#
mxs#=MouseXSpeed()/4
mys#=MouseYSpeed()/4
xa#=(xa#-mxs#)Mod 360
ya#=(ya#+mys#)Mod 360
;limit up and down looking
If ya#>=90 Then ya#=90
If ya#<= -89 Then ya#= -89
MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
RotateEntity camera,ya#,xa#,0
If KeyDown (209)=True Then healthy#=healthy#-.1: ScaleEntity health,healthy#,.5,.5
If KeyDown (201)=True Then healthy#=healthy#+.1: ScaleEntity health,healthy#,.5,.5
If KeyDown( 205 )=True Then RotateEntity camera,0,-5,0
If KeyDown( 203 )=True Then RotateEntity camera,0,+5,0
If KeyHit (156)=True Then
PositionEntity camera,1466,220,412
ResetEntity camera
EndIf
If KeyDown( 208 )=True Then
MoveEntity camera,0,0,-5
volume_walk = 1
ChannelVolume play_walk,volume_walk
EndIf
If KeyDown( 200 )=True Then
MoveEntity camera,0,0,+5
volume_walk = 1
ChannelVolume play_walk,volume_walk
EndIf
; =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Bullet code by Ross C
If MouseDown(1) And MilliSecs()>gun_time+gun_timer Then
ammo = ammo-1
If ammo<0 Goto carryon
Animate gun,3
PlaySound firebow
gun_timer=MilliSecs() ; reset the timer
create_bullet(gun); call function to create a bullet. Pass across the gun entity to the function
; so the bullet can come from the guns position
End If
.carryon
If ammo < 0 Then ammo = 0
check_collide()
update_bullet()
; =--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-==-=-=-=-=-=-=
If MouseDown(2) = True Then entity = EntityPick(camera,190)
Select entity
Case Adoor
For hh = 1 To 90
RotateEntity Adoor,0,hh,0
Next
Animate Adoor,3,1
Default hh=0
End Select
FlushMouse
If KeyHit( 57 )=True And jumpflag = False
jumpflag=True
oldtime=MilliSecs()
EndIf
If jumpflag = True Then TranslateEntity camera,+0,+9,+0
If MilliSecs()>oldtime+1250 Then jumpflag=False
; ------------------
UpdateWorld()
RenderWorld()
Text 0,0,"Use cursor keys to move about the terrain [ESC] to quit"
Text 0,10,"Jumpflag:"+jumpflag
Text 0,30,"X: "+x#
Text 100,30,"Y: "+y#
Text 200,30,"Z: "+z#
Text 0,50,"Entity: "+PickedEntity()
Text 0,60,"M1"+ MouseHit(1)
Text 0,70,"M2"+MouseHit(2)
;AIMPOINT
DrawImage aim,378,300
heal#=healthy#*100
Text 0,530,"Health: "+heal#
Text 0,90,"Ammo: "+ammo
Text 0,100,"JOP:"+jop
Flip
DUDE=0
Wend
End
Function create_bullet(gun_entity)
b.bullet=New bullet
temp_x=EntityX(gun_entity,True)
temp_y=EntityY(gun_entity,True)
temp_z=EntityZ(gun_entity,True)
b\entity=CopyEntity(bolt) ; copy the main bullet entity , into the type object
b\pivot=CreatePivot()
EntityType b\entity,2
PositionEntity b\entity,temp_x,temp_y,temp_z
RotateEntity b\entity,EntityPitch(gun_entity,True),EntityYaw(gun_entity,True),0
PositionEntity b\pivot,temp_x,temp_y,temp_z
b\range=300 ; the range of the bullets
b\speed=18; the speed of the bullets
End Function
Function update_bullet()
For b.bullet = Each bullet
MoveEntity b\entity,0,0,b\speed
If EntityDistance#(b\entity,b\pivot) > b\range Then
FreeEntity b\entity
FreeEntity b\pivot
Delete b.bullet
End If
Next
End Function
Function check_collide()
If EntityCollided(camera,5) Then
HideEntity switch2
PositionEntity terr,-20*512,0,-20*512
ResetEntity camera
PositionEntity camera,1466,229,412
ResetEntity camera
ShowEntity w
rs=1
;playsound whoop
ShowEntity crypt2
ShowEntity crypt
ShowEntity castle
ShowEntity wall
ShowEntity portal
ShowEntity ghall
HideEntity crypt3
HideEntity pad2
EndIf
If EntityCollided(camera,4) Then
HideEntity switch
PlaySound doorx
ShowEntity crypt3
ShowEntity pad2
ShowEntity switch2
HideEntity crypt2
HideEntity crypt
HideEntity castle
HideEntity wall
HideEntity portal
HideEntity ghall
;FreeEntity t\entity
PositionEntity terr,0,-120,0
HideEntity w
EndIf
End Function
Function put_trees()
For t.tree = Each tree
EntityType t\entity,2
ScaleEntity t\entity,t\scale,t\scale,t\scale
build=LinePick(t\treex,t\treey,t\treez,t\treex,TerrainY(terr,t\treex,t\treey,t\treez)-4,t\treez)
If build=6 Then
FreeEntity t\entity
FreeEntity t\treex
FreeEntity t\treey
FreeEntity t\treez
EndIf
where1=TerrainY(terr,t\treex,t\treey,t\treez)-3 ; get the height of the terrain at that place
PositionEntity t\entity,t\treex,where1,t\treez
Next
End Function
I get the probs listed. I have a version where my badguys (spheres for now) fly in to harrass my dude. I can put them on the map, I can make them point to the dude and fly to him. If he does manage to shoot an arrow at them (and hit) they pop.
But he doesn't always shoot the arrow. So I went back to a previous version and still have that problem. Figured I would try to solve it without enemies before I tried it with badguys! :)
-RZ