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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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TDExplosives
Hi everyone, just a quick question For some reason, when I tried to make a TDExplosive emit a bunker module, and I typed: AddParticles = TerrainObject CopyOf = Bunker Module Template It says that terrainobject is an unallocatable object any ideas why?
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Wed May 14, 2008 9:58 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: TDExplosives
TerrainObjects are a special type of object that can only be used in the Scene code. You can't use them as arguments for anything else. I'd recommend making a MOSRotating with a low RestThreshold instead. That way it will automatically turn into terrain. You currently can't spawn TerrainObjects directly into the game yet.
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Wed May 14, 2008 10:11 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: TDExplosives
Thanks a bunch Lord Tim!
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Wed May 14, 2008 10:16 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: TDExplosives
BTW, how do make an object that freezes in mid-air, never moving at all?
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Wed May 14, 2008 10:27 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: TDExplosives
The Mind wrote: BTW, how do make an object that freezes in mid-air, never moving at all? PinStrength = 9999999999
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Wed May 14, 2008 10:42 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: TDExplosives
Thx for informing me, but is it only for an AEmitter?
If not, then what line do you put it at
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Wed May 14, 2008 10:44 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: TDExplosives
The Mind wrote: Thx for informing me, but is it only for an AEmitter?
No. Code: AddActor = AHuman InstanceName = Option Module AddToGroup = Robots AddToGroup = AAL Units PinStrength = 6000000 Place it after the AddToGroup codes. (Copied it from AAL INIS. Best examples yet.)
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Wed May 14, 2008 11:26 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: TDExplosives
The Mind wrote: Thx for informing me, but is it only for an AEmitter?
If not, then what line do you put it at Anywhere in the body of the declaration, pretty much. Write it right under InstanceName if you want to be sure. Also, PinStrength of like 50 is perfectly strong enough to hold anything. However, this won't work if you want to make something into terrain. If it's pinned, it won't interact like dirt will.
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Wed May 14, 2008 11:28 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: TDExplosives
Djinn wrote: The Mind wrote: Thx for informing me, but is it only for an AEmitter?
If not, then what line do you put it at Anywhere in the body of the declaration, pretty much. Write it right under InstanceName if you want to be sure. Also, PinStrength of like 50 is perfectly strong enough to hold anything. However, this won't work if you want to make something into terrain. If it's pinned, it won't interact like dirt will. Yeah but with the right restthreshold it will become terrain pretty quickly.
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Thu May 15, 2008 2:04 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: TDExplosives
Azukki wrote: Yeah but with the right restthreshold it will become terrain pretty quickly. Oh, does it actually? I've been trying to get it to do that forever but in multiple tests it didn't look that way. Maybe it's changed since last version, thanks for the heads up.
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Thu May 15, 2008 2:37 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: TDExplosives
Oops, my mistake, sorry.
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Thu May 15, 2008 3:00 am |
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