|
FAQ
• Search • Login
|
|
Page 1 of 1
|
[ 6 posts ] |
|
Generating terrain like the ADoor class
Author |
Message |
akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
|
Generating terrain like the ADoor class
I am not sure if there are any threads about this subject as I couldn't find it through search.
Anyway, the ADoor class generates a piece of terrain covering its silhouette when stopping after a movement and constantly removes all terrain within its silhouette when moving.
What I am asking is if anybody knows if it is possible to make fx a pinned MOsRotating do the same thing, and if it would be possible to activate through lua. I know it is possible to remove all terrain within its silhouette through lua, so that isn't a problem.
Anybody knows anything on the subject?
I need this because I want to make a large walkable pinned MOsRotating (A glass roof) and also maybe make an animated door that goes into the background instead of rotating/moving, and also neutral so no actors will react to destroy it.
|
Tue Jul 31, 2012 9:43 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: Generating terrain like the ADoor class
I don't think I'm right, but maybe using this function to add a terrain object (like the boulders and such) but shaped in the way you need could work.
|
Wed Aug 01, 2012 12:40 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Generating terrain like the ADoor class
I'm not sure if the function that Asklar linked actually works, but I do know that if you set an MOSParticle to have ToSettle = true and it doesn't have a RestThreshold ini variable, the particle will immediately turn into terrain, with its sprite forming the shape.
|
Wed Aug 01, 2012 7:51 am |
|
|
akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
|
Re: Generating terrain like the ADoor class
CaveCricket48 wrote: I'm not sure if the function that Asklar linked actually works, but I do know that if you set an MOSParticle to have ToSettle = true and it doesn't have a RestThreshold ini variable, the particle will immediately turn into terrain, with its sprite forming the shape. awesome, I didn't know that MOSParticle was able to settle midair. Though this is not neccesary for the mod, but can you also settle a MOSRotating in a similar way, as you can't rotate MOSParticles?
|
Wed Aug 01, 2012 8:15 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Generating terrain like the ADoor class
MOSRotatings (and other rotatable MOs) require that they're on terrain in order to make them settle, as far as I know.
|
Wed Aug 01, 2012 9:12 am |
|
|
akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
|
Re: Generating terrain like the ADoor class
Got it to work perfectly, thanks
|
Wed Aug 01, 2012 4:44 pm |
|
|
|
|
Page 1 of 1
|
[ 6 posts ] |
|
Who is online |
Users browsing this forum: Google [Bot] |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|