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 Actors as Gibs? 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Actors as Gibs?
So you can't have (semi)exponential gibbing? That's a shame. :(


Thu Mar 10, 2011 4:05 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Actors as Gibs?
You can have, through .ini, either of the following:
limited gibbing (which can still be exponential, it's just a lot more legwork
recursive gibbing (which will never stop)

through lua, you can do some more interesting things
the blender, which I recently semi-revived for the mod contest, uses lua limited exponential recursive gibbing


Thu Mar 10, 2011 4:45 am
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Actors as Gibs?
Jackal wrote:
I can't use these "lua" incantations you speak of. Their magic level is beyond my grasp.


Nonsense! You can learn them easy. Just a bit of willpower can go a long ways. That and a lot of experimentation would give you an edge to polish your mods with! Rudimentary knowledge of Lua + asking about on the forums = good mod. Just look at my Cordyc, in its core is a Lua code I've asked about in Mod Making's Lua section, modified to work really well with the effects.

A little bit of knowledge does no harm, eh?


Thu Mar 10, 2011 3:30 pm
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Joined: Sat Jan 22, 2011 2:23 am
Posts: 213
Location: Somewhere over the rainbow of public acceptance.
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Post Re: Actors as Gibs?
I am something of a knowledge hound, I just meant that I can't use lua with my current extent of knowledge. I've tried a few times to learn it, but, as you said, the willpower needs to be there first.

Grif, I forgot to compliment you on your blender, by the way. It's really cool! I voted for the telekinesis stone because it is so dang fun to use, and it's very versatile. Nice job nonetheless, though!


Thu Mar 10, 2011 9:33 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Actors as Gibs?
Quote:
recursive gibbing (which will never stop)

How does one achieve that in .ini coding?


Fri Mar 11, 2011 4:19 am
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: Actors as Gibs?
My guess is:
Code:
PresetName = Gib Thing

CopyOf = Gib Thing
PresetName = Thing
    AddGib = Gib Thing

PresetName = Real Buyable Thing
    AddGib = Thing
Would that work? o_o


Fri Mar 11, 2011 5:36 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Actors as Gibs?
Not exactly.

To borrow your pseudocode format:

PresetName = Thing A

---

CopyOf = Thing A
PresetName = Thing A
AddGib = Gib
CopyOf = Thing A

You can add as many intermediary steps as you like, but the key is that you define Thing A at the beginning, and then redefine it as a specifically named copy of itself at the end. Keep in mind .ini has a direct read order.


Fri Mar 11, 2011 5:52 am
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Joined: Sat Jan 22, 2011 2:23 am
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Post Re: Actors as Gibs?
I was doing what Kettenkrad suggested, and that was giving me the whole problem with the second generation of gibs not being recursive. Grif, I didn't know that it was possible to define to different objects with the same name.


Fri Mar 11, 2011 12:41 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Actors as Gibs?
Well, yeah. That's sort of the whole reason it works. You're defining two objects, and the game assumes they're different, and then you pull the wool over its eyes long enough to make something gib into itself.


Sat Mar 12, 2011 5:09 am
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