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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Actors as Gibs?
So you can't have (semi)exponential gibbing? That's a shame.
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Thu Mar 10, 2011 4:05 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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
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Thu Mar 10, 2011 4:45 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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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?
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Thu Mar 10, 2011 3:30 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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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!
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Thu Mar 10, 2011 9:33 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: Actors as Gibs?
Quote: recursive gibbing (which will never stop) How does one achieve that in .ini coding?
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Fri Mar 11, 2011 4:19 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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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
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Fri Mar 11, 2011 5:36 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Actors as Gibs?
Not exactly.
To borrow your pseudocode format:
PresetName = Thing A
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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.
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Fri Mar 11, 2011 5:52 am |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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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.
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Fri Mar 11, 2011 12:41 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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.
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Sat Mar 12, 2011 5:09 am |
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