--[[This is what goes inside of a dynamic always active entity.--]] g_mech=0 -------------------- HUD Locations and Sizes -------------------- -- HUD BG -- --sprite location local HUD_spr_posx = 0 local HUD_spr_posy = 0 --sprite size local HUD_spr_sizex = 100 local HUD_spr_sizey = 100 function vindicator_mbt_init(e) -- HUD BG -- HUD_sprite = LoadImage("scriptbank\\images\\vindicator_mbt\\000.png")--location of the HUD HUD_icon = CreateSprite(HUD_sprite) SetSpriteSize (HUD_icon,HUD_spr_sizex,HUD_spr_sizey) SetSpriteDepth (HUD_sprite, 100) SetSpritePosition(HUD_icon,300,300) end local mod = math.modf function vindicator_mbt_main(e) -------------------- HUD BG -------------------- if GetScancode() == 2 then PlaySound(e,1)--gun sound end if GetScancode() == 3 then PlaySound(e,0)--rocket sound end g_mech=1 if g_mech == 1 then PasteSpritePosition(HUD_icon,HUD_spr_posx,HUD_spr_posy) HideHuds() AddPlayerWeapon(42)--gun added from map AddPlayerWeapon(43)--gun2 added from map PositionCamera( 0, g_PlayerPosX, g_PlayerPosY + 50, g_PlayerPosZ) end if g_KeyPressW == 1 or g_KeyPressS == 1 or g_KeyPressA == 1 or g_KeyPressD == 1 then LoopSound(e,2)-- footfall sound stopped_moving = 1 else StopSound(e,2) -- stop footfall sound if stopped_moving == 1 then PlaySound(e,3)--play engine winddown sound stopped_moving = 0 end end end