For srs modders: Making a force field
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: For srs modders: Making a force field
how about having an actor emit MosRotatings with a mass of like 15, but then setting the GlobalAccScalar to like .001, and having it be shaped like the actor that's emitting it, while giving it a life time of 1 and the emitter would emit 240 particlesperminute it would be like a skin tight shield thats moderatly stoppable but the emitter could be like a destroyable generator somewhere on the actor.
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Sat Nov 22, 2008 7:47 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: For srs modders: Making a force field
That sounds pretty laggy and unreliable. The same essential result would come from getting a nigh-indestructible attachable attached to your external generator, which is in turn attached to the actor.
As for the issue of an emitted shield turning but not flipping with the gun it's emitted from, why not just leave holes in both sides? Or is does all of this not matter with these bullets phasing through the shield?
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Sat Nov 22, 2008 8:25 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: For srs modders: Making a force field
I played with my energy shield a bit for B22, its in my mod and it semi-works, it catches bullets, but for other things its a meh.
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Sat Nov 22, 2008 9:26 pm |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: For srs modders: Making a force field
Hur, Hur, Hur.... You say big funny words.... Um, obssesive? Anyway, most people would only like to use sheilds for 3 things: 1. A dissapating sheild on a stationary actor 2. A deployable sheild sort of like Numguns but circular and able to pass through 3. possibly even a dissipating sheild on a mobile actor. You could make the sheild it'self an actor, but that obviously causes problems with actors holding actors, etc. The sheild needs to have a "lifespan" and as far as I know, the only way to do that is to make it an actor. Although there is that timed ronin grenade....
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Sat Nov 22, 2008 9:51 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: For srs modders: Making a force field
Comment wrote: That sounds pretty laggy and unreliable. The same essential result would come from getting a nigh-indestructible attachable attached to your external generator, which is in turn attached to the actor.
As for the issue of an emitted shield turning but not flipping with the gun it's emitted from, why not just leave holes in both sides? Or is does all of this not matter with these bullets phasing through the shield? As I stated before, a solid attachable, once its gone, its gone. It doesn't regenerate. It also can't be overwhelmed. Its either stopping everything or stopping nothing. As for the emitted shield turning with the weapon, I actually got that working. Even though the MOSRotating is pinned, if you give it OrientToVel = 1 and give it an emission velocity of, like, 10, it'll orient itself to the proper angle. And it does require putting a small hole on the left and rightmost parts, if you actually want to fire anything out of it. Unfortunately, even if you do that, there seems to be a split-second of lag time between the time the MOSRotating is spawned, and the time it orients itself to the velocity. So it can still get in the way if you point in any but the default direction. Because of this, I've kinda given up on the issue, as far as attaching things to actors goes. But, I did make a nifty bubble shield. Its available in my mod now. Its stationary, so you can walk up to the edge of it and poke your weapon through a bit in order to fire out of it, but still be rather safe. Edit: Ignoring Woose1...
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Sat Nov 22, 2008 9:52 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: For srs modders: Making a force field
I swear Darlos, how annoying is the new physics bug(?) where Bullets actually pass through some attachables with no effect to either. I ran into the problem myself, and used a higher mass on the attachables. seemed to work, although random bullets still pass through my head and hit a plate behind it (with no adverse effects to the head) every so often. Weird ♥♥♥♥.
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Sun Nov 23, 2008 9:07 am |
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Woose1
Joined: Sat Nov 01, 2008 4:34 am Posts: 90
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Re: For srs modders: Making a force field
MOS rotating? Vector paths?? WITCHES!!!
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Sun Nov 23, 2008 6:01 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: For srs modders: Making a force field
Exalion wrote: I swear Darlos, how annoying is the new physics bug(?) where Bullets actually pass through some attachables with no effect to either. I ran into the problem myself, and used a higher mass on the attachables. seemed to work, although random bullets still pass through my head and hit a plate behind it (with no adverse effects to the head) every so often. Weird crap. Does it for attachables too? Man, thats no good. Has this been reported? Woose1 wrote: MOS rotating? Vector paths?? WITCHES!!! Whats your deal man? I have yet to see you make a constructive post.
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Sun Nov 23, 2008 7:00 pm |
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casey
Joined: Wed Dec 27, 2006 10:05 pm Posts: 100
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Re: For srs modders: Making a force field
i think ill use my idea for my chainsaw assault robot except the shield will just replace the jetpack.
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Sun Nov 23, 2008 7:37 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: For srs modders: Making a force field
Darlos9D wrote: Woose1 wrote: MOS rotating? Vector paths?? WITCHES!!! Whats your deal man? I have yet to see you make a constructive post. This is what DRLFF is notorious for. I think I can explain bullets going through attachables.. I think this is Data's temporary fix for "going in and out of the attachable, but not harming the inside" also known as armor piercing.
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Sun Nov 23, 2008 7:40 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: For srs modders: Making a force field
Roy-G-Biv wrote: Darlos9D wrote: Woose1 wrote: MOS rotating? Vector paths?? WITCHES!!! Whats your deal man? I have yet to see you make a constructive post. This is what DRLFF is notorious for. I think I can explain bullets going through attachables.. I think this is Data's temporary fix for "going in and out of the attachable, but not harming the inside" also known as armor piercing. Wow... this is, like, indirectly my own fault if that's true. Hopefully something better will come about it.
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Sun Nov 23, 2008 9:08 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: For srs modders: Making a force field
Darlos9D wrote: Wow... this is, like, indirectly my own fault if that's true.
Hopefully something better will come about it. I kinda made a educated guess based on the fact that Data was fixing it. It might be true though.. I trust you can figure a workaround.
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Sun Nov 23, 2008 11:00 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: For srs modders: Making a force field
yeah, work-around for attachables is make them bigger and heavier and pray.
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Mon Nov 24, 2008 6:41 am |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: For srs modders: Making a force field
Sidebar: I think someone should go through an archive all of these forum-post white-papers that Darlos9D and some of the DRL theoreticians write. Its actually kind of interesting.
I would suggest that you paste these on the wiki on User:user/Whitepaper/Papername
Might be handy to have somewhere besides the forum.
Just sayin'.
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Mon Nov 24, 2008 6:58 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: For srs modders: Making a force field
Yeah, you're right. you learn some damn useful things when the pioneer modders report their findings.
(even more offtopic:) Also, does anyone remember the exact name of the 'inheritsvelocity' variable (including caps), I can't find it anywhere.
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Mon Nov 24, 2008 8:21 am |
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