| Author | Message | 
        
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptSean Mirrsen wrote: Fill the maze with module-sized blocks of blackness that disappear if your controlled actor is close enough. Even if the maze is fairly large, it's unlikely to be more than a few hundred standard bunker modules - with a fairly simple script, the blackness blobs won't hurt your framerate too much, and your maze will look like a sort of a roguelike.How would you go about making that? WOuld they be AEmitters? Would this method prevent me from adding enemies? Or can these blackness modules be HitByMOs = 0?
 
 | 
		
			| Tue Jun 30, 2009 11:17 am | 
					
					   | 
	
	
		|  | 
	
			| Sean Mirrsen 
					Joined: Fri Jun 19, 2009 5:57 pm
 Posts: 84
   |   Re: LFoW's Prove That ConceptYes, like giant intangible MOSParticles. 
 
 | 
		
			| Tue Jun 30, 2009 2:57 pm | 
					
					   | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: LFoW's Prove That ConceptIt'd be easier and safer to attach it to the actor, methinks. 
 
 | 
		
			| Tue Jun 30, 2009 5:46 pm | 
					
					   | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptGrif wrote: It'd be easier and safer to attach it to the actor, methinks.Would it draw on top of the bunker modules even if I attached it to the actor?
 
 | 
		
			| Wed Jul 01, 2009 2:58 am | 
					
					   | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: LFoW's Prove That Conceptno, and it wouldnt if they were MOSParticles. 
 
 | 
		
			| Wed Jul 01, 2009 4:48 am | 
					
					     | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptOk. New Prove that Concept:
 Can you have an AHuman with more than 2 arms?
 If yes, can two foreground arms be made to not hit each other?
 
 I'm trying to make a hackjob arm that "properly" rotates on it's elbow, making each segment as an additional arm.
 
 
 | 
		
			| Fri Jul 03, 2009 10:38 am | 
					
					   | 
	
	
		|  | 
	
			| nnninja 
					Joined: Wed Mar 25, 2009 9:49 pm
 Posts: 96
   |   Re: LFoW's Prove That ConceptSomeone already made that, not sure who, but I'm pretty sure it was one guy attached to another. 
 
 | 
		
			| Fri Jul 03, 2009 6:48 pm | 
					
					   | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptCompletely unrelated to anything thus far.
 Is it possible to have a weapon drawn on top of an arm, instead of the arm covering the weapon?
 I have the Dummy Behemoth's Rocket Fist just about done, but the magazine with discardable = 0 is being drawn under the arm.
 
 
 | 
		
			| Sat Jul 04, 2009 5:13 pm | 
					
					   | 
	
	
		|  | 
	
			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: LFoW's Prove That ConceptI'm thinking DrawAfterParent should do the trick, but I'm not sure if it works on weapons. 
 
 | 
		
			| Sat Jul 04, 2009 5:26 pm | 
					
					   | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That Conceptmail2345 wrote: I'm thinking DrawAfterParent should do the trick, but I'm not sure if it works on weapons.Yeah, it worked. I asked Duh about it. I only had Drawafterparent on the magazine (the "hand") and I needed it on the gun as well. Stupid me. Now, is it possible to have the gun flash white momentarily (a la actors when they use the teleporter modules) when it's finished reloading? I want to simulate a new fist "spawning".
 
 | 
		
			| Sat Jul 04, 2009 5:32 pm | 
					
					   | 
	
	
		|  | 
	
			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: LFoW's Prove That ConceptFlashWhite is a function for actors.
 You could spawn a white MO at the esitameted  fist location, and checked off via DoneReloading, but I'm not sure if my attachable hack works with DoneReloading.
 
 
 | 
		
			| Sat Jul 04, 2009 5:37 pm | 
					
					   | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptWhat about switching the sprite of the magazine to a full white sprite and then half a second later revert it to the intended one? 
 
 | 
		
			| Sat Jul 04, 2009 5:38 pm | 
					
					   | 
	
	
		|  | 
	
			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: LFoW's Prove That ConceptTry making another frame for the mag and switching between the two using lua (and the Frame var). 
 
 | 
		
			| Sat Jul 04, 2009 7:16 pm | 
					
					     | 
	
	
		|  | 
	
			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: LFoW's Prove That ConceptI don't suppose there's a hacky way to make an animated bunker module is there? I'm talking about the actual Foreground layer.bmp having multiple frames. Possible? 
 
 | 
		
			| Sun Jul 05, 2009 9:55 am | 
					
					   | 
	
	
		|  | 
	
			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: LFoW's Prove That ConceptUse child objects. You can't actually animate the bunker module itself. 
 
 | 
		
			| Sun Jul 05, 2009 11:03 am | 
					
					     | 
	
	
		|  | 
	
	
		|  |