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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Portals (an actual new concept)
But what happens if you shoot it at a map that has had thousands of bombs and it lands on a singular pixel? crash?
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Sat May 17, 2008 5:19 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Portals (an actual new concept)
If it doesn't hit anything in the scan for pixels, it just wouldn't appear.
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Sat May 17, 2008 5:23 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Portals (an actual new concept)
I think I can write a script that covers everything but rotation, I have written a pre-emptive 15 line script that covers everything to do with actors (using some lua knowledge and some information that data has given), just copy it a bunch of times change "actor" to all the other classes hopefully. ButI have no idea how to sort out the rotation.
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Sat May 17, 2008 6:08 pm |
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theevilovenmit
Joined: Sun May 11, 2008 2:00 am Posts: 10 Location: canada bc
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Re: Portals (an actual new concept)
I would suggest avoiding angles, and just start with a terminator style appearance.
A sphere of destruction and then the appearance.
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Wed Sep 24, 2008 11:08 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Portals (an actual new concept)
Don't post in a thread that is over a week or two old unless you have something very important to add to it. The older the thread, the more important it needs to be. Second, viewtopic.php?f=73&t=12099 You could make a circle of destruction yourself with this.
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Wed Sep 24, 2008 11:37 pm |
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MECAGUY03
Joined: Thu Aug 30, 2007 4:36 am Posts: 65
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Re: Portals (an actual new concept)
Garrys mod (which i happen to love) is FULLY exposed to lua, and it also uses a completely different engine from cortex command, so portals are probably not going to happen with the current game engine. at least fired ones.
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Thu Sep 25, 2008 1:59 am |
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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Portals (an actual new concept)
MECAGUY03 wrote: Garrys mod (which i happen to love) is FULLY exposed to lua, and it also uses a completely different engine from cortex command, so portals are probably not going to happen with the current game engine. at least fired ones. Yeah except portals were made and completely real in Garrys mod via Lua great job loving a game. I don't love Gmod that much and I know what's been made using it. Stop talking about things you don't know anything about please.
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Thu Sep 25, 2008 2:46 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Portals (an actual new concept)
octyl wrote: Well, Garry's Mod (which uses lua) has a working portal gun mod, you can see through them and everything. So you could do it with Lua, fairly easily. Lots of tweaking probably. Yes yes, GARRYS MOD can do it. A game with like, zillions of lines of code, infinitely complex multiplayer and physics emulation, and generally speaking a considerably well-designed game can do it. By that logic, CC can do it too. Bravo.
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Thu Sep 25, 2008 2:28 pm |
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octyl
Joined: Fri Aug 31, 2007 3:57 am Posts: 227 Location: Canada
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Re: Portals (an actual new concept)
I meant Lua can make portals, not necessarily great one for cortex command, but it can make portals.
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Thu Sep 25, 2008 2:58 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Portals (an actual new concept)
Lua can make portals, velocity isn't altered by a change in pos by Lua is it? The only problem I see is rotation which is hard to do.
If you go into a portal and come out of one facing the same way: | portal1 facing left | portal2 facing left then you SHOULD do this: -> | <- | but you wont, you will do this: -> | | -> and I know a way to reverse the actor velocity (actor.Vel = actor.vel - (actor.Vel*2) ), but I don't know how you get it to do that based on rotation of the portals.
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Thu Sep 25, 2008 11:10 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Portals (an actual new concept)
Rob, when you change the Pos of an actor, its velocity is set to 0,0.
I got around that by doing actor.Vel = actor.Vel; I don't know why it worked.
Also, if they are static portals that can't change rotation or position, you could make custom Lua code for every portal that applies the effects you want including changing which direction an actor is facing and Changing velocity on the "rotation" of the portals.
actor.Vel.Y = actor.Vel.X
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Thu Sep 25, 2008 11:31 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Portals (an actual new concept)
rob? robo (as in robot) or lee I prefer unless that was a spelling mistake I don't know why it would get reset, but setting it back to the original velocity makes sense. I have set it so that rotation of the actor is specified by the rotation of the portal (so that your facing away from the portal when you come out of it, not at it) I think we should work on a portable portal gun together, I have one all set up, I just need for data to allow Lua on weapons
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Fri Sep 26, 2008 12:23 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Portals (an actual new concept)
I'm sure you can see why its easy enough to see that as either Rob O Lee, or him mistyping O.
You don't have to criticize people all the time, rob.
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Fri Sep 26, 2008 1:34 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Portals (an actual new concept)
I wasn't criticizing, I was just informing him IF it was not a spelling mistake.
Also shut up ODIN, why did you come back if your here to argue all the time (only reason you were let back is because of your mod database?).
funfact: I still have projektTHOR in my friends list, not that I ever liked you, you seem to like norse mythology, being named after two norse god.
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Fri Sep 26, 2008 4:07 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Portals (an actual new concept)
robolee wrote: you seem to like norse mythology You mean filled with lies and hard to understand?
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Sat Sep 27, 2008 2:52 pm |
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