mini tweaks to item drops. still needs overhaul
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@@ -466,6 +466,7 @@ transform = Transform3D(0.978226, 0.207541, 0, -0.207541, 0.978226, 0, 0, 0, 1,
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[node name="armStandin" type="MeshInstance3D" parent="mac10" index="8"]
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[node name="armStandin" type="MeshInstance3D" parent="mac10" index="8"]
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transform = Transform3D(-1.20667e-05, 0, 3.33333, 0, 3.33333, 0, -3.33333, 0, -1.20667e-05, 1.48458, -0.467889, 0.0751227)
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transform = Transform3D(-1.20667e-05, 0, 3.33333, 0, 3.33333, 0, -3.33333, 0, -1.20667e-05, 1.48458, -0.467889, 0.0751227)
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visible = false
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mesh = SubResource("BoxMesh_3phrt")
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mesh = SubResource("BoxMesh_3phrt")
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skeleton = NodePath("../../../../../..")
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skeleton = NodePath("../../../../../..")
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@@ -527,6 +527,7 @@ spot_angle_attenuation = 0.353554
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[node name="armStandin" type="MeshInstance3D" parent="revolver1" index="6"]
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[node name="armStandin" type="MeshInstance3D" parent="revolver1" index="6"]
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transform = Transform3D(2.01151e-05, -5.55667, -1.75852e-12, -5.55667, -2.01151e-05, 4.85779e-07, -4.85779e-07, 0, -5.55667, 0.502168, 0.0410088, 2.79972)
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transform = Transform3D(2.01151e-05, -5.55667, -1.75852e-12, -5.55667, -2.01151e-05, 4.85779e-07, -4.85779e-07, 0, -5.55667, 0.502168, 0.0410088, 2.79972)
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visible = false
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mesh = SubResource("BoxMesh_7fcc1")
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mesh = SubResource("BoxMesh_7fcc1")
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skeleton = NodePath("../../../../../../../..")
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skeleton = NodePath("../../../../../../../..")
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@@ -490,6 +490,7 @@ skeleton = NodePath("")
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[node name="armStandin" type="MeshInstance3D" parent="rocketlauncher1"]
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[node name="armStandin" type="MeshInstance3D" parent="rocketlauncher1"]
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transform = Transform3D(-1.667, -1.45734e-07, 2.6077e-08, -2.6077e-08, -7.28669e-08, -1.667, 1.45734e-07, -1.667, 7.28714e-08, 0.298684, 0.50374, 0.0300984)
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transform = Transform3D(-1.667, -1.45734e-07, 2.6077e-08, -2.6077e-08, -7.28669e-08, -1.667, 1.45734e-07, -1.667, 7.28714e-08, 0.298684, 0.50374, 0.0300984)
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visible = false
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mesh = SubResource("BoxMesh_scq3u")
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mesh = SubResource("BoxMesh_scq3u")
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skeleton = NodePath("../../../../../../..")
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skeleton = NodePath("../../../../../../..")
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="First Person Test"
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config/name="First Person Test"
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run/main_scene="res://scenes/enemy_working_scene.tscn"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -1,11 +0,0 @@
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extends SubViewport
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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@@ -7,7 +7,6 @@ extends RigidBody3D
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@onready var level_control = get_tree().current_scene
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@onready var level_control = get_tree().current_scene
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var rng = RandomNumberGenerator.new()
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var rand_amt
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var rand_amt
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var player_follow
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var player_follow
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var player
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var player
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@@ -18,8 +17,7 @@ func _ready():
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add_to_group("spawned")
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add_to_group("spawned")
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#find player
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#find player
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player = level_control.player
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player = level_control.player
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rand_amt = randi_range(25,100)
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rand_amt = rng.randi_range(25,100)
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if despawning == true:
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if despawning == true:
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await get_tree().create_timer(despawn_time_s).timeout
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await get_tree().create_timer(despawn_time_s).timeout
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@@ -33,12 +31,14 @@ func _physics_process(delta):
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self.set_linear_velocity(float_direction * 7)
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self.set_linear_velocity(float_direction * 7)
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func picked_up():
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func picked_up():
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player.pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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player.pickup_sound.pitch_scale = 1 + randf_range(-.3,.3)
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player.pickup_sound.play()
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player.pickup_sound.play()
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match pickupType:
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match pickupType:
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# Ammo
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# Ammo
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0:
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0:
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level_control.ammo_reserve[level_control.current_gun_index] += clamp((rand_amt/100) * player.gun.max_ammo, 1, player.gun.max_ammo)
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var ammo_add_amount = rand_amt
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level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
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print("ammo + " +str(ammo_add_amount))
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# Stamina
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# Stamina
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1:
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1:
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player.remaining_stamina += (rand_amt/100) * player.MAX_STAMINA
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player.remaining_stamina += (rand_amt/100) * player.MAX_STAMINA
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@@ -47,6 +47,6 @@ func picked_up():
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level_control.health += 1
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level_control.health += 1
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# Money
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# Money
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3:
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3:
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level_control.money += int(rand_amt)
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level_control.money += rand_amt
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queue_free()
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queue_free()
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