whitty wrote:
guess not. right now im having trouble getting my robot to do a simple CopyOf = Yellow Spark 1 when the Yellow Spark 1 is defined at the top of the page...
is "YellowSpark1" MORotating MOPixel MOSParticle or what?
i'm pretty sure that's MOSParticle, and as said earlyer you cant do an
MORotating CopyOf = MOSParticle
i dont know what it was i did, but i got it to work once...
wait...
that was as a gun,
in the magazine instead of Round = round copyof = round
i did round = actor
copyof = ....
that was convient at the time.
at least i think that's how i did it,
i'm not looking at the code at the moment, hold on a sec....
RegularRound = Round
to change what a gun shoots to a non-round
RegularRound = whatever it is that you want to be
such as
RegularRound = Attachable
copyof = head
or
RegularRound = AHuman
copyof = blueclone
so in any other circumstance what would we have to do?
so could you do,
AddActor = Attachable
Attachable = TDExplosive
copyof = grenade
hey look its Mettle-heady!... i think...
i know now that when you have an XXXXX = XXXXX statement
thats when you can switch things around,
but i've also found something odd,
if an object is HitsMos = 1 and GetsHitMOs = 1 and its being used as a bullet,
and it collides with itself,
it crashes the game,
also, if you use an emiter as a round, it crashes the game on the creation of an instance (IE you tried to shoot) it will still make A) the fireing sound, B) the sound of the instance hitting something if it hits the gun,
and C) the emission sound, if there is one, on a black screen, for the crash.
so it knows how to load the code,
but doesnt know how to attach the emiter to the attatchable, if its not attatched,
i think the way to fix this is to load, particle > emiter > particle as emission > attatchable > actor
this way, it wont crash,
its in the code for mods like that, but i dont think it loads in that order,
or else, why would it cause a crash?
other than an attachable with an emiter, i havent seen anything that crashes as a round for a gun,
i dont know if you can make something as
XXX = XXX
XXX = XXX
copyof = XXXX
XXXXX
XXXXX
XXXXX
i dont know if you can do that,
i think i've seen it in code for something but i dont remember what.
IF you can do it in that manor,
you can use anything as anything
as long as you added the extra line of code,
then defined the differant layers
IE if its an actor, copy of TDExplosive, copyof MOPixel,
you'd have to have the pixel defined,
the TDExplosive defined, as a copy of MOPixel,
and the actor as a copy of TDExplosive,
and in that one,
make all the modifications
so if your baseing it on base.rte,
you'd have to define out, then back in
(last defined gets details, previous definition is defined, previouse is defined, untill the top)
that might sound confusing, but i cant make an example, i'm to busy to have something crash. i can afford to talk, that's about it.