| Author | Message | 
        
			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Ropeface does not make empty promisesropeface wrote: A question to help me with making unique walkpaths: does more frames equate to more mobility?Think of walkpath frames like frames of an animation, the more you make the smoother it goes. When you have only a few, the game does a linear transition between them, so if you say make four in the four cardinal directions, the feet will trace a diamond shaped pattern. As for traction, you can try making the atoms of the feet a different material, like rubber or something. They're defined in Base.rte/materials.ini iirc.
 
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			| Thu Jan 07, 2010 8:50 pm | 
					
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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: Ropeface does not make empty promisesI think the generic feet are already rubber. 
 
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			| Fri Jan 08, 2010 5:41 pm | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: Ropeface does not make empty promisesI already know about the smoothness of the animation frames bit. I was just wondering if more frames (meaning more motion of the legs) would equate to a better ability to move. Smoothness of the animation is just a by-product of what I am asking.
 Also, yeah I think the original feet are rubber but I made mine into Killbot material and I didn't really notice a difference. Changing what of a material would make give it more traction though? I'll most likely figure this all out myself I just want a good place to start.
 
 
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			| Fri Jan 08, 2010 11:19 pm | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Ropeface does not make empty promisesWell lets see we've got structural integrity, bounce, and friction...Hmmm which one of those is similar to traction...
 
 
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			| Fri Jan 08, 2010 11:30 pm | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: Ropeface does not make empty promisesAzukki wrote: Well lets see we've got structural integrity, bounce, and friction...Hmmm which one of those is similar to traction...
Well said, clearly I have completely forgotten pretty much everything. Should probably just shut myself in my room for a day and stumble through Lua again. Here's the tricky part though: how does one get an actor to stick to a wall selectively. Essentially I want it to Spiderman along surfaces.
 
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			| Sat Jan 09, 2010 12:33 am | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Ropeface does not make empty promisesMostly I was just getting at the point that you should have glanced at it to see if it was obvious and self explanatory before asking.
 You'll need some Lua scripting for that, and it will be very complex. Use rays to find the surfaces is the only idea I have for you.
 
 
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			| Sat Jan 09, 2010 12:52 am | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: Ropeface does not make empty promisesYeah nevermind, I figured out how to do it. Just need to make it look prettier. Also kind of difficult to implement. I'll work out the kinks as I go. 
 
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			| Sat Jan 09, 2010 5:17 pm | 
					
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			| gtaiiilc 
					Joined: Wed Dec 13, 2006 12:10 am
 Posts: 562
 Location: Termina
   |   Re: Ropeface does not make empty promisessince you say have forgotten alot about modding please remember to keep the HP at 100 as to not mess up pricing. 
 
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			| Sat Jan 09, 2010 9:45 pm | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: [WIP] Pirate Industries Complete Conversion PackI was wondering if anyone would find it irritating to have to scroll through an extended weapons menu. I'm sure some people might. I'm creating weapons with optional attachments that change the performance of the weapon. The only problem is that in the Buy Menu it would end up getting a bit cluttered... 
 If I group them all together that's what would happen, my only solution to this would be to seperate the weapons into individual files so that people could pick and choose what they want to have in their Buy Menu. This of course would result in a longer loading time for the initial startup...
 
 I just wanted to know what would be preferrable. Unless of course there's a way of branching off from a single weapon in the Buy Menu to choose variables like that. But I highly doubt this.
 
 
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			| Thu Jan 21, 2010 11:19 pm | 
					
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			| linkfan23 
					Joined: Sun Oct 11, 2009 4:48 am
 Posts: 133
   |   Re: [WIP] Pirate Industries Complete Conversion PackI think the UAV mod has something similar to what you want except you buy the craft and it allows you to select an UAV on the scene. I'm not doing a very good job of explaining it but maybe you could do something similar to that if possible. 
 
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			| Fri Jan 22, 2010 1:40 am | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: [WIP] Pirate Industries Complete Conversion PackUAV mod... I'll look that up. I suppose I should peruse through the B23 mods and see if anyone's already done what I'm looking for. Thanks though. 
 
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			| Fri Jan 22, 2010 1:43 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: [WIP] Pirate Industries Complete Conversion PackIt is theoretically possible to buy a single weapon that is then switched out with lua for a version with different attachments.
 However, this requires two things - some kind of means of selecting the weapon and adding it outside of the buy menu, and a whole lot of dull .ini coding.
 
 
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			| Fri Jan 22, 2010 1:46 am | 
					
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			| Pyrokinesis1019 
					Joined: Sat Sep 12, 2009 4:08 am
 Posts: 61
 Location: Corellia
   |   Re: [WIP] Pirate Industries Complete Conversion PackDarlos was going to use some sort of menu for the Darkstorm underslung weapons,but I think he's waiting until B24 to actually implement anything.
 
 
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			| Mon Jan 25, 2010 2:42 pm | 
					
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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: [WIP] Pirate Industries Complete Conversion PackGoddamn space pirates... 
 
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			| Tue Jan 26, 2010 5:11 pm | 
					
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			| ropeface 
					Joined: Fri Mar 02, 2007 4:42 am
 Posts: 106
 Location: Pirate Ind. newly established HQ on Goffre Prime
   |   Re: [WIP] Pirate Industries Complete Conversion PackHahaha, they're not pirates anymore. That was just how they originally operated. They grew in numbers, enough to become a viable competitor in the intergalactic trade business. Anyway...
 I've been working on some special characters, or rather characters that have unique "abilities" that set them apart from the usual actors. But I've kind of run out of ideas. I was wondering if anyone could toss out an idea of something they'd like to see.
 
 Here's what I already have in the works:
 - An actor who can call in low orbit laser strikes from a Pirate Ind. capital ship (or missiles, whatever looks cooler).
 - An actor who, when killed, summons a small squad of guys close to where he died.
 - An actor who can use two heavy weapons simultaneously.
 - An actor who emits an area of effect damage over time field.
 
 I'll probably think of some new ones soon but if anyone wanted to throw something out there I'd probably be willing to give it a shot. If it made sense of course.
 
 
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			| Mon Feb 01, 2010 2:55 am | 
					
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