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 4 legged actors, and how it might work. 
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Post Re: 4 legged actors, and how it might work.
zalo wrote:
I made a clone train.

This is prolly the best yer gonna get.

Image

They all walk at the same time.

It is a clone holding a clone etc.

Just fix the holding paths, and walla, all the feet touch the ground and you have a centipede actor.



thats the same as a centaur.
you just have to make another actor, without arms, head, or hands, and a differnatly shaped body, and attatch it that way. could you post your centipede btw? i'd like to study it so i can make sure i do mine right, (i suck at actors, i wanna make sure i understand the code)

it can still hold weapons and shoot, right?


Wed Sep 05, 2007 3:18 am
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Joined: Sun Jul 15, 2007 7:10 am
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Post Re: 4 legged actors, and how it might work.
That was made in the activities.ini folder. I'm currently working on strapping a dropship to a clones legs but i can't make the dropship an MOSrotating.


Wed Sep 05, 2007 3:34 am
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: 4 legged actors, and how it might work.
The problem here is that CopyOf assumes that the target and source objects are of the same class.

It errors otherwise.


Wed Sep 05, 2007 5:04 am
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Post Re: 4 legged actors, and how it might work.
Alenth Eneil wrote:
The problem here is that CopyOf assumes that the target and source objects are of the same class.

It errors otherwise.

arms, legs, heads, bodys, and the finished product, are all actors, right?


Wed Sep 05, 2007 6:28 am
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Joined: Sat Jun 23, 2007 9:16 pm
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Location: Laukaa, Finland
Post Re: 4 legged actors, and how it might work.
zalo wrote:
I made a clone train.

This is prolly the best yer gonna get.

Image

They all walk at the same time.

It is a clone holding a clone etc.

Just fix the holding paths, and walla, all the feet touch the ground and you have a centipede actor.


How the hell did you manage to do that?
You will Hav to share it with us!


Wed Sep 05, 2007 10:21 am
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: 4 legged actors, and how it might work.
Miles_T3hR4t wrote:
Alenth Eneil wrote:
The problem here is that CopyOf assumes that the target and source objects are of the same class.

It errors otherwise.

arms, legs, heads, bodys, and the finished product, are all actors, right?


Not the body, that's the finished one.

And they are specialized actors with their own special classes( AddActor = Leg, Arm, etc)

I did some work on ths a while ago but determined that there wasn't much use.

Also, 4-legged actors, even if they did work like this, would still be glitchy as hell.


Wed Sep 05, 2007 2:49 pm
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Post Re: 4 legged actors, and how it might work.
I think we're all asking ourselfes if anyone is going to make a mod using this information soon... I ask the same, and from the looks of Zalo's clone train, I believe it's possible to make, let's say an AT-AT? Or something else ofcourse.


Wed Sep 05, 2007 5:11 pm
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Location: Great Britain.Bedfordshire.
Post Re: 4 legged actors, and how it might work.
Woops posted wrong place sry.


Wed Sep 05, 2007 7:57 pm
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Joined: Sat Jun 16, 2007 2:31 am
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Location: Texas
Post Re: 4 legged actors, and how it might work.
ok, you guys are making it was more complicated that it should be. just make the arm into a CopyOf = LegBG/FG and reposition it to be x pixels away from the other legs and the same distance above the ground. then you can still put the hands anywhere you want, and this should work.


Wed Sep 05, 2007 9:57 pm
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Post Re: 4 legged actors, and how it might work.
whitty wrote:
ok, you guys are making it was more complicated that it should be. just make the arm into a CopyOf = LegBG/FG and reposition it to be x pixels away from the other legs and the same distance above the ground. then you can still put the hands anywhere you want, and this should work.


Ananse lol?


Wed Sep 05, 2007 9:59 pm
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Post Re: 4 legged actors, and how it might work.
Wow, that would be epic, if it didn't look like he was humping the guy.


Wed Sep 05, 2007 10:38 pm
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Post Re: 4 legged actors, and how it might work.
Caelas wrote:
Wow, that would be epic, if it didn't look like he was humping the guy.

so make the torso, head, and arms, of the guy in back, not visible.
1 pixel, or something, and make the torso of the front, extend backwards, instant, centaur.
or, do the same, but put the head in-front of the chest, and patch the arms,
instant AT-AT
re-position alot more and add more actors,
and we could be makeing driders, tripods, and a hell of a lot more.
and with jetpacks or, say, parts of other actors added, in odd ways, instead, since legs, and arms could be interchangeable as said earlyer, you could use dropship thrusters, to fly, more acuratly, or even have flamethrowers, on the actors, in addition to weapons, or even make the particle immitions bullets instead of flames, or anything else.


Thu Sep 06, 2007 7:17 am
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Post Re: 4 legged actors, and how it might work.
is nobody posting the clone train?
:D


Fri Sep 07, 2007 1:19 am
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Joined: Sat Jun 16, 2007 2:31 am
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Location: Texas
Post Re: 4 legged actors, and how it might work.
guess not. right now im having trouble getting my robot to do a simple CopyOf = Yellow Spark 1 when the Yellow Spark 1 is defined at the top of the page...


Fri Sep 07, 2007 3:43 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: 4 legged actors, and how it might work.
Code:
AddActivity = GABaseDefense
   InstanceName = Skirmish Defense
   SceneName = Grasslands
   TeamCount = 2
   PlayerCount = 1
   TeamOfPlayer1 = 0
   FundsOfTeam1 = 1500
   CPUTeam = 0
   Difficulty = 1000000000
   SpawnIntervalEasiest = 20000
   SpawnIntervalHardest = 4000
   
   AddAttackerSpawn = AHuman
      CopyOf = Green Clone
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = HDFirearm
               CopyOf = SMG
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = HDFirearm
               CopyOf = SMG
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = Attachable
               CopyOf = Blue Clone Head
            
   AddAttackerSpawn = AHuman
      CopyOf = Green Clone
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = HDFirearm
               CopyOf = SMG
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = HDFirearm
               CopyOf = SMG

      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = HDFirearm
               CopyOf = SMG
            
   AddAttackerSpawn = AHuman
      CopyOf = Green Clone
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = AHuman
               CopyOf = Blue Clone
               Team = 1
               AddInventory = AHuman
                  CopyOf = Blue Clone
                  Team = 1
                  AddInventory = AHuman
                     CopyOf = Blue Clone
                     Team = 1
                     AddInventory = HDFirearm
                        CopyOf = SMG

      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = AHuman
               CopyOf = Blue Clone
               Team = 1
               AddInventory = AHuman
                  CopyOf = Blue Clone
                  Team = 1
                  AddInventory = AHuman
                     CopyOf = Blue Clone
                     Team = 1
                     AddInventory = HDFirearm
                        CopyOf = SMG
      AddInventory = AHuman
         CopyOf = Green Clone
         Team = 1
         AddInventory = AHuman
            CopyOf = Blue Clone
            Team = 1
            AddInventory = AHuman
               CopyOf = Blue Clone
               Team = 1
               AddInventory = AHuman
                  CopyOf = Blue Clone
                  Team = 1
                  AddInventory = AHuman
                     CopyOf = Blue Clone
                     Team = 1
                     AddInventory = HDFirearm
                        CopyOf = SMG


You really wanted it, so I gave it to you.

All you need to do is replace skirmish defense in the Activities ini

And WALLA clone trains that fall from the sky (and land intact).


Fri Sep 07, 2007 5:37 am
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