4 legged actors, and how it might work.
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: 4 legged actors, and how it might work.
zalo wrote: I made a clone train. This is prolly the best yer gonna get. 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?
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Wed Sep 05, 2007 3:18 am |
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beorn080
Joined: Sun Jul 15, 2007 7:10 am Posts: 46
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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.
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Wed Sep 05, 2007 3:34 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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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.
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Wed Sep 05, 2007 5:04 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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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?
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Wed Sep 05, 2007 6:28 am |
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MrEvilPoni
Joined: Sat Jun 23, 2007 9:16 pm Posts: 89 Location: Laukaa, Finland
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Re: 4 legged actors, and how it might work.
zalo wrote: I made a clone train. This is prolly the best yer gonna get. 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!
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Wed Sep 05, 2007 10:21 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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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.
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Wed Sep 05, 2007 2:49 pm |
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Dragster
Joined: Thu Nov 30, 2006 8:49 pm Posts: 158
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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.
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Wed Sep 05, 2007 5:11 pm |
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Fuzzo
Joined: Sat Feb 10, 2007 4:56 pm Posts: 106 Location: Great Britain.Bedfordshire.
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Re: 4 legged actors, and how it might work.
Woops posted wrong place sry.
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Wed Sep 05, 2007 7:57 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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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.
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Wed Sep 05, 2007 9:57 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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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?
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Wed Sep 05, 2007 9:59 pm |
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Caelas
Joined: Mon Dec 25, 2006 12:04 am Posts: 336
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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.
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Wed Sep 05, 2007 10:38 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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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.
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Thu Sep 06, 2007 7:17 am |
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Liam
Joined: Fri Aug 10, 2007 1:30 am Posts: 26
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Re: 4 legged actors, and how it might work.
is nobody posting the clone train?
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Fri Sep 07, 2007 1:19 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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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...
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Fri Sep 07, 2007 3:43 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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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).
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Fri Sep 07, 2007 5:37 am |
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