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 Possible attatchable actors 
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
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Post Re: Possible attatchable actors
Grif, that actually isn't what I meant

what I meant was
Code:
AddActor = AHuman
   CopyOf = Soldier Heavy
      PresetName = Step 1

Round = AHuman
   Copyof = Soldier heavy
       PresentName = step 2

MOSRotating = Round
   CopyOf = Step 2
      PresetName = Step 3



and for the record
Round = Ahuman DOES work, it has since what, B13?


Fri Sep 19, 2008 12:43 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Possible attatchable actors
Round = AHuman has not and will not ever work.

AddAmmo = Round
CopyOf = AHuman, now THAT'S worked for some time now. But Round = AHuman doesn't even make sense. The whole point of the first line of an object is to define it as an object being created; hence the Add. AddAmmo = Round, AddActor = AHuman, AddAmmo = TDExplosive. It's Add<class> = <type>. It's not something that you can just change around. MOSRotating = Round doesn't work for the exact same reasons.

You just whipped up your own not-so-psuedo code but you obviously haven't ever bothered to TEST your own theory. Would it help if I made you a goddamned .RTE? I'd be HAPPY to.

Information on the usage of MilesIsWrong.rte:

1. Install the mod as any other.
2. Watch CC break.
3. Open MilesIsWrong.rte/Index.ini.
4. Change the second line to have leading comments (//)
5. Remove the leading comments on the second line.
6. Save and exit.
7. Watch CC still break, even with code that's actually IN the game.


Fri Sep 19, 2008 1:21 am
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Joined: Fri Dec 28, 2007 4:19 am
Posts: 1119
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Post Re: Possible attatchable actors
Geti wrote:
Code:
        name?([b]forgot[/b]) = soldier round

HOW CAN YOU FORGET HOW TO NAME INSTANCES?[/amazement]
wow, i actually learned something from this topic. i did not know you can attach MOSRs.
also grif has summed it up as i tried to, but much better.
basically, if you try and code it how you say you think we can, you get an error, something about it NOT EXISTING.
MOSR "name" can be something completely different from AHuman "name", they are mutually exclusive, and will not copy. and hard copying the code fails miserably. all that stuff about mismatched properties.
so basically no, this is not possible.


I just tested it, you can't attach MOSRs, now I go kill myself. So you learned nothing from this topic, only reinforced what you already know...


Fri Sep 19, 2008 1:41 am
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Joined: Wed Dec 26, 2007 4:25 am
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Post Re: Possible attatchable actors
Please finish the GDU mech before you kill yourself!


Fri Sep 19, 2008 1:52 am
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
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Post Re: Possible attatchable actors
10050 wrote:
Please finish the GDU mech before you kill yourself!


well, I have been proven wrong... for now...

But YOU SIR just made me laugh really hard. I'm not sure how, it wasn't really that funny.


Fri Sep 19, 2008 2:01 am
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Post Re: Possible attatchable actors
DSMK2 wrote:
I just tested it, you can't attach MOSRs, now I go kill myself. So you learned nothing from this topic, only reinforced what you already know...


not too much of a loss :)


Fri Sep 19, 2008 4:11 am
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Post Re: Possible attatchable actors
the problem I can see with this whole theory is that a Round is not a type of object in Cortex Command.
A round is whatever the hell comes out the barrel of a device, whether it's a MOPixel, MOSRotating, ACraft, AHuman, etc.
CopyOf is very very touchy, it only lets you do some things. This is not one of them.

Therefore, we have proven him wrong, end of thread. Probably a good idea to lock it now.


Fri Sep 19, 2008 9:57 am
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