NordInvasion Forum

Full Version: Turning windmill fan/wheel
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I want to request a turning windmill fan/wheel. (spr_windmill_fan_turning)
It is only for the look.

I know that it is easy to make and its a nice feature in my opinion.
And of course -It's not essential.


greetings



P.S.

If you want a script:


[code=module_scene_probs.py]
  ("windmill_fan_turning",sokf_moveable,"windmill_fan_turning","bo_windmill_fan_turning", [
 
  (ti_on_scene_prop_init,
    [#Gotha Rotierendes Windmühlen Rad
(multiplayer_is_server),
      (store_trigger_param_1, ":instance_id"),
      (prop_instance_get_position, pos8, ":instance_id"),
    (prop_instance_get_variation_id,":var", ":instance_id"),
  (eq,":var",1),
      (position_rotate_y, pos8, 360),                            #rotation auf y um 300 #/glaube nach rechts
      (scene_prop_set_slot, ":instance_id", windmill, 0),  
      (prop_instance_animate_to_position, ":instance_id", pos8, 1400),
    ]),
(ti_on_scene_prop_animation_finished, [
    (store_trigger_param_1, ":instance_id"),
      (multiplayer_is_server),
  (prop_instance_get_variation_id,":var", ":instance_id"),
  (eq,":var",1),
    (try_begin),
(prop_instance_get_position, pos8, ":instance_id"),
    (scene_prop_slot_eq, ":instance_id", windmill, 0),
        (position_rotate_y, pos8, 360),                            #rotation auf y um 300 #/glaube nach rechts
        (scene_prop_set_slot, ":instance_id", windmill, 1),        #setzt wieder den slot auf 0 dadurch ensteht ein loop
        (prop_instance_animate_to_position, ":instance_id", pos8, 1400),
(else_try),
(prop_instance_get_position, pos8, ":instance_id"),
    (scene_prop_slot_eq, ":instance_id", windmill, 1),
        (position_rotate_y, pos8, 360),                            #rotation auf y um 300 #/glaube nach rechts
        (scene_prop_set_slot, ":instance_id", windmill, 0),
        (prop_instance_animate_to_position, ":instance_id", pos8, 1400),
(try_end),
  ]),
  ]),
[/code]

[code=module_constans.py]
windmill = 80
[/code]


Excuse me please, but the comments are in german.


greetings
haha agree with it
iam a fan too
fan/wheel

Excuse me please...  Wink
That'd be pretty cool. There'd have to be some sort of way to discourage people from jumping on top of it though.
No gusta. My onboard gfx makes it hard enough to play on minimum settings only 720p as it is, less moving stuff = better unless you can set this as optional.
As far as I know there already is a turning windmill fan.
Usually the inert destroyed one is used due to its lower fps drainage.
(09-04-2012, 09:33 AM)zeanomourph link Wrote: [ -> ]No gusta. My onboard gfx makes it hard enough to play on minimum settings only 720p as it is, less moving stuff = better unless you can set this as optional.
I can see how that would prevent this from happening. It's not necessary, so it won't hurt if it's [edit] not [/edit] added.
Firstly, thanks for the Spanish lesson, I need all I can get because my sister is in Guatemala about to marry some dude she's known for 3 months who doesn't even speak English :-\ (I always assumed Me Gusta meant I Like so thought the "I" could be left out. I should just stick to English..)

More to the point- It WILL hurt if it's added as part of a map and not as on optional extra you can turn on or off. As stated above, my PC barely runs warband as it is, and more moving parts would just make it worse. Not just for me but I know there are quite a few people playing this mod with the same problem- One of my favorite things about warband is that you can run it on almost anything even it it means dropping down to DX7 Wink
Yeah, I used to have a toaster for a computer like Zeano does now, and Warband had to be put at minimum settings, despite it being so undemanding by today's standards. I can run it just fine now at maximum, but for other people, even a simple prop like that can strain someone a little too far.
Lol, woops, i meant it won't hurt if it ISN'T added... my bad.