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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Up Scaled Objects Create MO Trails!
So, I was working on a way to properly increase/decrease the size of an actor in-game through Lua, so I made a gun that doubles an object's size (along with anything attached) and then positions the various parts according to size. I toggled to MO view and saw that there was a "trail" from where the object scaled and to its final position. Also, particles and MORays would colide with this "trail", and it would be "erased" when another object moved through it. Test screenshots: Setting things up - The dummy has the growth gun, the Heavy Clone is the target, and the jumper is for position referance. The Dummy shoots the Heavy Clone The Heavy Clone moves a bit Switching to MO view
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Sat Jan 02, 2010 10:19 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Up Scaled Objects Create MO Trails!
Eenteresting, but mostly pointless?
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Sun Jan 03, 2010 12:30 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Up Scaled Objects Create MO Trails!
So that means invisible bridges?
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Sun Jan 03, 2010 12:34 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Up Scaled Objects Create MO Trails!
The real question is if that trail is a graphical artifact or actual MoIDs. Can you tell Cricket?
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Sun Jan 03, 2010 1:14 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Up Scaled Objects Create MO Trails!
If I had to guess, I'd say graphical artifact, since that looks like WAY more than 255 MoIDs.
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Sun Jan 03, 2010 1:41 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Up Scaled Objects Create MO Trails!
data being lazy with his screen refresh functions
the dead giveaway is other object baleeting it: they're drawn over the old data
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Sun Jan 03, 2010 1:43 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Up Scaled Objects Create MO Trails!
Shooting at the trail with a mopixel-based weapon results in a wound in the trail (which attaches to the main MO), and the AI will also "see" this trail as an enemy if it belongs to an actor of the opposite team. However, nothing but AI vision, Rays, and MOPixels (haven't tested MOSParticles yet) seem to be able to interact with the trail. The trail will also switch "bases," like if an actor with a trail dies (and the game doesn't crash yet) it will select another actor an be the trail of that. I'm pretty sure it isn't just a graphical error.
Edit: ninja'd by Grif
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Sun Jan 03, 2010 1:46 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Up Scaled Objects Create MO Trails!
Uh, what. Ok, so the whole thing is crazy? Got it.
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Sun Jan 03, 2010 2:41 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Up Scaled Objects Create MO Trails!
CaveCricket48 wrote: Shooting at the trail with a mopixel-based weapon results in a wound in the trail (which attaches to the main MO), and the AI will also "see" this trail as an enemy if it belongs to an actor of the opposite team. However, nothing but AI vision, Rays, and MOPixels (haven't tested MOSParticles yet) seem to be able to interact with the trail. The trail will also switch "bases," like if an actor with a trail dies (and the game doesn't crash yet) it will select another actor an be the trail of that. I'm pretty sure it isn't just a graphical error. Its like it has a mind of it's own. D:>
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Sun Jan 03, 2010 7:43 am |
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neroe23
Joined: Tue Mar 10, 2009 7:16 pm Posts: 102
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Re: Up Scaled Objects Create MO Trails!
It's cool to see fat and tall people, but how do you switch on MO view ? (could be useful)
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Mon Jan 04, 2010 6:41 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Up Scaled Objects Create MO Trails!
Hold Ctrl and press M to toggle between terrain view, MO view, and normal view.
Edit: Ctrl + P toggles on and off the status information, good to see how much a mod lags or how good or bad your computer is.
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Mon Jan 04, 2010 11:50 pm |
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neroe23
Joined: Tue Mar 10, 2009 7:16 pm Posts: 102
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Re: Up Scaled Objects Create MO Trails!
Thanks, but I knew for the "ctrl+p" EDIT : It doesn't work, i suppose it's because I'm crabbling
Last edited by neroe23 on Wed Jan 06, 2010 1:29 pm, edited 1 time in total.
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Tue Jan 05, 2010 5:46 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Up Scaled Objects Create MO Trails!
Is this really useable in any way other than we knowing about it?
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Tue Jan 05, 2010 5:47 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Up Scaled Objects Create MO Trails!
Well, if it gets wounded and therefore absorbs MOPixel projectiles, maybe you could use it to somehow draw shields or something? And if it attracts AI, it could maybe be used for some kind of distraction device? Maybe it is just a graphical error, but then the means of detection for rays, vision, MOPixels, etc, is based of of that graphical representation of objects. http://wiki.datarealms.com/wiki/index.p ... ScenePointYou could try using that function and see if it detects the trail.
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Sat Jan 09, 2010 2:32 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Up Scaled Objects Create MO Trails!
This is bizarre and slightly distubring. Like, "needs to be a bug report" disturbing.
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Mon Jan 11, 2010 11:55 pm |
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