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 Mod Contest 4 | Started, get modding! 
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Joined: Mon Apr 13, 2009 12:27 pm
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Post Re: Mod Contest 4 | Started, get modding!
Although I'd like to join, my computer's been giving me problems and had to be nuked. Anyone know something about svchost.exe errors? I'll put up a thread in the General Discussion > Computer Help page.


Sun Jul 26, 2009 5:21 pm
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Post Re: Mod Contest 4 | Started, get modding!
The mod HAS TO BE A BUNKER MODULE, no exceptions. By that I mean something that can be built into a base, preferably fitting with standard bunker modules (dimensions are multiples of 24). The module can have actors or other things attached to it, but that doesn't mean you can just make a module that is invisible and spawns an actor, as it will be disqualified. Simply put, the trap's body should stay in place.


Sun Jul 26, 2009 7:58 pm
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Post Re: Mod Contest 4 | Started, get modding!
So my Cheese-Shredding-Corridor-of-Death is fine! Yay!


Sun Jul 26, 2009 8:14 pm
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Post Re: Mod Contest 4 | Started, get modding!
Duh102 wrote:
The theme of this contest is: Booby Traps
There are a few requirements:
-Booby traps must be bunker modules.
-Must have some way of being activated BEFORE they act. For instance, something that has to be stepped on or picked up.


Does it ABSOLUTELY have to be somesort of trigger that needs to be interacted with, or a sensor of somekind is just as good?


Sun Jul 26, 2009 8:57 pm
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Post Re: Mod Contest 4 | Started, get modding!
MaximDude wrote:
sensor of somekind

I believe that would be a trigger, yes. I think the point is that the trigger has to be away from the trap itself. So the trap door doesn't open only when you're over it, but like two steps before. I think.


Sun Jul 26, 2009 8:58 pm
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Post Re: Mod Contest 4 | Started, get modding!
Duh102 wrote:
MaximDude wrote:
sensor of somekind

I believe that would be a trigger, yes. I think the point is that the trigger has to be away from the trap itself. So the trap door doesn't open only when you're over it, but like two steps before. I think.


A harmless looking lamp in the middle of a corridor, tiggering the trap when walked under/near (via proximity check). Go or No Go?


Sun Jul 26, 2009 9:06 pm
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Post Re: Mod Contest 4 | Started, get modding!
Pinned AEmitter machine-gun Turrets controlled by lua, Activate with an on/off button device that you buy.

if someone makes that, and it looks good I think it would win. this also brings me to a question, not specific to the contest but rather bunker modules. Can the ini for a bunker module, also add areas for lua to use, and if so, what happens if you have duplicates, do they conflict or act as the same area?

but seriously, turrets with lua that raycast down a hallway, and shoot if anything actor or otherwise blocks its path (you'd have to measure out the raycasts to not collide with the hallway itself) it would clear debris, actors, TDE's it would even try to shoot missiles out of the air. think about it.


Sun Jul 26, 2009 9:52 pm
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Post Re: Mod Contest 4 | Started, get modding!
The idea with having a trigger is that, for instance, you can't just have a turret that is constantly shooting down the hallway that will incinerate anyone in its path. Instead, it has to be set off by something (if possible, give people the ability to circumvent it and leave the trap deactivated).


Sun Jul 26, 2009 10:47 pm
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Post Re: Mod Contest 4 | Started, get modding!
Hey miles stop posting your wet dreams and learn to make them yourself.

Oh and stop using raycast as a pointless buzzword, it's bad enough when all the people who actually know how to use them use it as a buzzword.


Sun Jul 26, 2009 11:40 pm
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Post Re: Mod Contest 4 | Started, get modding!
Miles_T3hR4t wrote:
(you'd have to measure out the raycasts to not collide with the hallway itself)



You know, you could cast them parallel to the hallway.


Mon Jul 27, 2009 12:06 am
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Post Re: Mod Contest 4 | Started, get modding!
Also, BoundingBoxes are a good, fast way to check for proximity. The bounding box is the size of your sprite (including the pink areas).

Code:
function Update(self)
    for actor in MovableMan.Actors do
            if self.BoundingBox:WithinBox(actor.Pos) then --go!
                --add Lua effect here.
            end
    end
end


Last edited by Kyred on Mon Jul 27, 2009 1:31 am, edited 3 times in total.



Mon Jul 27, 2009 1:25 am
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Post Re: Mod Contest 4 | Started, get modding!
I think these conversations should be taken out to PMs, lest you give hints to what you're making.


Mon Jul 27, 2009 1:28 am
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Post Re: Mod Contest 4 | Started, get modding!
TheLastBanana wrote:
The idea with having a trigger is that, for instance, you can't just have a turret that is constantly shooting down the hallway that will incinerate anyone in its path. Instead, it has to be set off by something (if possible, give people the ability to circumvent it and leave the trap deactivated).


before I reply, I'm not making anything for this contest, and therefor can't give anything away.

as for the turret thing, it would be triggered by raycasts. 3, and only 3.

one is level with the hall it's in, and the other 2 go to the top and bottom far corners of the bunker piece. which means if an object is right in front of it, and to low or to high, it wouldn't trigger. it only shoots when anything, crosses one of those lines. I got the idea working in garry's mod with wiremod and using a bunch of Distancers and sin gates, because its basically the same thing.

my suggestion, isn't a static, always firing thing, and it is avoidable, crouch just outside the range, and shoot a missile between 2 of the 3 rays (I was not using it as a buzzword grif, it is an actual term, grow up)

if you used the other suggestion of a bounding box, then not only would the sprite have to be HUGE, and thus lag more, but if the turret could aim with lua, it would move the bounding box, and thus could not aim.
the only 3 ways I can think to do this are 1) Raycasting 2) pre-scripted areas, do they even work with bunker modules?, 3) a HDevice that is a 'start shooting all red/blue/green turrets" button. and thats just stupid.

I'm saying this because I think it would be cool, and if I didn't think it was totally out of my league, I would do it, and not have said anything. I hope someone, even multiple people, make this work somehow, they would definitely get my vote.


Tue Jul 28, 2009 10:08 pm
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Post Re: Mod Contest 4 | Started, get modding!
Too bad I don't know enough about Lua to do a couple of the ideas that I have as I'm not sure if they can be done fully in ini.


Wed Jul 29, 2009 4:51 am
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Post Re: Mod Contest 4 | Started, get modding!
miles, i think he was referring to the fact that you can
    A: shoot rays to be in a direction where they wont hit the walls
    B: make the ray only check for MOs
    and C: make it only trigger if the distance is within x pixels, if you want it to shoot debris, although it wouldnt do a good job if it just shot straight and it wouldnt be a very good machinegun if it had huge spread. so i'd just limit it to MOs.
all of that should happen before making something like that, or fantasising about it to the point of spamming the forums in the hope someone better and less lazy than you makes it.
i mean come on, measure your raycasts? measure them? what the hell. "oh man you might have to make the vector NOT infinite!" i think the fact that you point that out makes it clear why you get so little done. you count "measure your raycasts" as a difficult step in the process.
the only reason i arent just going to go make this in my next free 15 minutes is because i dont want it; and i have an essay to write.


Wed Jul 29, 2009 5:06 am
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