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 Grip strength, and other things 
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Grip strength, and other things
So, a couple niggling questions.

Is there some way to give actors a stronger "grip" on their weapons? I know that how much force it takes to blow a weapon out of an actors hand is actually based on the weapon's joint strength. Is there some way to override that in the actor to make their grip stronger in general? It seems sort of odd that its based off of the weapon. I ask this because I'm making a turret, and its pretty useless if stuff gets blown out of its grip all the time.

Another thing: I've noticed that if rockets fall on their side and you leave them alone, they automatically scuttle themselves. I've made a drop-pod thing with no thrusters. Is there some way to get it to just scuttle itself after delivering its cargo, because it will just be sitting there anyway?

Also, some food for thought: when making my turret, I took away all of the leg and foot sprites. Strangely, because I still had all of the other leg and foot code set up (offsets and walking path cycles and such) the turret still "floated" as if it were standing on legs. I managed to get rid of that, but I realized that such a priniciple could be used to do interesting things... maybe some kind of hovercraft? It seems like with some interesting path gymnastics and invisible limbs, one could actually go about making effective land vehicles.


Thu Nov 22, 2007 9:49 pm
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Post Re: Grip strength, and other things
Dunno about number one, I don't make many actors.

2. Make sure you give the vehicle invisible thrusters; if you just remove them the doors won't open.
My DROPship from the Kinetic pack generally scuttles itself; it relies on ImpulseDamageThreshold killing it before it can hit the ground.

3. TLB made the original hovertank using that very principle.

At least one mod currently out uses it for their tank as well.


Thu Nov 22, 2007 10:05 pm
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Post Re: Grip strength, and other things
Oh yeah, I did the "invisible parts" thing with my drop pod. Actually, to be honest, I looked at your DROPship to figure out that I actually needed to do that. So, the doors open.

I'll try making it weak so it kills itself and I'll see what happens.

And its good to know somebody else did the hover-craft beforehand. Now I just wonder if you could overlay some kind of graphics to make it actually look like it has wheels.

Another question: can you make the animation for guns go slower? They go so fast that you can't even tell they're there.


Fri Nov 23, 2007 1:02 am
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Post Re: Grip strength, and other things
Which part? The actual gun, or the muzzleflash?

The gun sprite has two forms:

not firing, and firing.

The gun will go to <sprite>001.bmp whenever it is firing, either full auto (meaning it stays on), or semi-auto, meaning it, ah, doesn't.

Muzzleflash, it may be possible to change with the FrameRate variable, but don't hold me to that.


Fri Nov 23, 2007 3:19 am
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Post Re: Grip strength, and other things
I was just talking about the gun itself. I know you can set more than two frames for the gun with the FrameCount variable. I tried to do it and nothing really seemed to happen though. It may have just automatically gone from 000 to 001 and then stopped. I had 20 sprites at that point, by the way. I was hoping I could do 10 normal and 10 with the second animation to make a slower and more noticeable transition. Didn't work. You can't set Framerate for the gun itself, either. Too bad... I bet you could make some great animations if you had more control over that.

Man, Grif, it seems like you're the guy who always responds to my technical stuff. You the most knowledgeable modder here?


Fri Nov 23, 2007 6:15 am
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Data Realms Elite
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Post Re: Grip strength, and other things
Umm... one of the best Spriter/Modder guys, I think?


Fri Nov 23, 2007 6:22 am
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Post Re: Grip strength, and other things
Darlos9D wrote:
I was just talking about the gun itself. I know you can set more than two frames for the gun with the FrameCount variable. I tried to do it and nothing really seemed to happen though. It may have just automatically gone from 000 to 001 and then stopped. I had 20 sprites at that point, by the way. I was hoping I could do 10 normal and 10 with the second animation to make a slower and more noticeable transition. Didn't work. You can't set Framerate for the gun itself, either. Too bad... I bet you could make some great animations if you had more control over that.

Man, Grif, it seems like you're the guy who always responds to my technical stuff. You the most knowledgeable modder here?


I am constantly on due to my not having a life, and I take great delight in helping those who deserve help.

And, yeah, the framecount doesn't do anything, it only cycles to the 000 and 001 sprites.

Unfortunate, though it *may* be fixed in B19.


Fri Nov 23, 2007 6:25 am
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