Author |
Message |
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
IsScrap denied. How to?
I was just wondering. Can I have a physics affected object in CC which won't be turned to terrain if it lays around too long and cannot be controlled like an actor either? If so, how would I do it? Also, would it be affected by conveyors? Would I be able to push and blast it around? Could I have it gib or have entry wounds? Can I disable its gibbing?
Thanks in advance for any help on this.
|
Fri Jun 04, 2010 3:53 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: IsScrap denied. How to?
Yes. You'd probably still use an actor or use an MOSRotating or something of the sort, depending on exactly what it is. All of your asked questions can be done, but currently interactions between MOs including Actors are quite unstable, meaning it would not do well to have it walked upon.
|
Fri Jun 04, 2010 4:22 pm |
|
|
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
Re: IsScrap denied. How to?
Trying to make a Companion Cube. Can be tossed around but wont break and most important of all, remains tossable.
|
Fri Jun 04, 2010 4:36 pm |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: IsScrap denied. How to?
Yeah, that's probably doable.
|
Fri Jun 04, 2010 4:56 pm |
|
|
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
Re: IsScrap denied. How to?
Urgh. I used a MOSRotating, and once it hits the floor it becomes terrain. Is there anyway I can fix that?
[EDIT] got an ACRocket to work. But now theres another problem. It will eventually scuttle... I might change to Actor to fix that... [EDIT2] Argh. Now it's a cube, invincible to Bullets, but not invincible to Bombs and Impacts. Any ideas how to make it completely invincible?
|
Fri Jun 04, 2010 5:11 pm |
|
|
Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
|
Re: IsScrap denied. How to?
Set the GibImpulseLimit to something like 99999999999.
|
Sat Jun 05, 2010 12:12 am |
|
|
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
Re: IsScrap denied. How to?
Still suffers damage from kinetic impacts and Bombs.
|
Sat Jun 05, 2010 12:43 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: IsScrap denied. How to?
Turn it back into an MOSRotating.
Add this script to it:
function Create(self) self.lifetimer = Timer(); end
function Update(self) self.Age = 1; self.ToSettle = false; self.ToDelete = false; if self.lifetimer:IsPastSimMS(10000) == true then if self.Vel == Vector(0,0) then self.Pos.Y = self.Pos.Y - 1; end end end
|
Sat Jun 05, 2010 12:56 am |
|
|
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
Re: IsScrap denied. How to?
Code: AddEffect = MOSRotating InstanceName = CompanionCube AddToGroup = Gibs Mass = 50.76 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = LBBunker.rte/BunkerModules/Sprites/CompanionCubeFG.bmp ScriptPath = LBBunker.rte/BunkerModules/Scripts/CompanionCube.lua FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0
AddTerrainObject = TerrainObject PresetName = Companion Cube Description = A small metal cube that looks familiar. AddToGroup = Bunker Bits GoldValue = 40 Buyable = 1 FGColorFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeFG.bmp MaterialFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeFG2.bmp BGColorFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeFG2.bmp BitmapOffset = Vector X = 0 Y = 0 AddChildObject = SOPlacer PlacedObject = MOSRotating CopyOf = CompanionCube Offset = Vector X = 12 Y = 12
AddTerrainObject = TerrainObject PresetName = Companion Block Description = The stationary version of the Companion Cube. AddToGroup = Bunker Bits GoldValue = 40 Buyable = 1 FGColorFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeFG.bmp MaterialFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeMat.bmp BGColorFile = ContentFile Path = LBBunker.rte/BunkerModules/Sprites/CompanionCubeBG.bmp BitmapOffset = Vector X = 0 Y = 0 Still doesnt works ._. It falls and becomes terrain. Also, sorry for walloftextrape.
|
Sat Jun 05, 2010 1:15 am |
|
|
Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
|
Re: IsScrap denied. How to?
Open up the Lua console (~) and see if there are any errors.
Perhaps add self:MoveOutOfTerrain(); under function Update(self) somewhere?
Last edited by Petethegoat on Sat Jun 05, 2010 1:26 am, edited 1 time in total.
|
Sat Jun 05, 2010 1:23 am |
|
|
Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
|
Re: IsScrap denied. How to?
Quote: Still suffers damage from kinetic impacts and Bombs. Set ImpulseDamageThreshold to 9999999999.
|
Sat Jun 05, 2010 1:26 am |
|
|
LordBistian
Joined: Wed Jun 02, 2010 8:05 pm Posts: 31
|
Re: IsScrap denied. How to?
Thanks, Commodore. That fixed it. Works fine now.
|
Sat Jun 05, 2010 1:28 am |
|
|
Laraso
Joined: Sun Feb 21, 2010 10:40 pm Posts: 97
|
Re: IsScrap denied. How to?
If by damage you mean it loses health, then the easiest way to fix that would to be to add this bit of lua to the cube: Code: function Update(self) for actor in MovableMan.Actors do if actor.PresetName == "Companion Cube" then actor.Health = 100 end end end
|
Fri Jun 11, 2010 2:36 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: IsScrap denied. How to?
It is much more efficient to just set self.health = 100.
|
Fri Jun 11, 2010 5:55 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: IsScrap denied. How to?
Just to explain what Allstone is saying: Code: function Update(self) self.Health = 100 end self is an automatic pointer (this is the correct term, right?) to the object the script is applied to.
|
Fri Jun 11, 2010 7:33 pm |
|
|
|