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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Docking bay: Code: function Update(self) for actor in MovableMan.Actors do if (actor.ClassName == "ACDropShip") and (actor.AIMode == Actor.AIMODE_STAY) and (math.abs(actor.Pos.X - self.Pos.X) < 30) and (math.abs(actor.Pos.Y - self.Pos.Y) < 30) then actor.Vel = Vector(0,0) actor.Pos = Vector(self.Pos.X + offsetx, self.Pos.X + offsety) --replace offsets with values that place the dropship in a nice position end end end This basically pins any dropships which have their aimode set to stay. To undock just set it to return. Random gibbing may be caused by the dropship being inside the terrain like it seems to be.
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Sat May 09, 2009 6:43 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
You're a god at Cortex Command lua.
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Sat May 09, 2009 6:54 pm |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
piipu wrote: Docking bay: Code: function Update(self) for actor in MovableMan.Actors do if (actor.ClassName == "ACDropShip") and (actor.AIMode == Actor.AIMODE_STAY) and (math.abs(actor.Pos.X - self.Pos.X) < 30) and (math.abs(actor.Pos.Y - self.Pos.Y) < 30) then actor.Vel = Vector(0,0) actor.Pos = Vector(self.Pos.X + offsetx, self.Pos.X + offsety) --replace offsets with values that place the dropship in a nice position end end end This basically pins any dropships which have their aimode set to stay. To undock just set it to return. Random gibbing may be caused by the dropship being inside the terrain like it seems to be. is there an AIMODE_STAY ? -oh never mind, it's for crafts. right. but can you use it as a condition? if you can, that's really cool, and it means we can lua in all sorts of AI modes already, as long as we use custom scenes.
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Sat May 09, 2009 7:37 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
piipu wrote: Docking bay: Code: function Update(self) for actor in MovableMan.Actors do if (actor.ClassName == "ACDropShip") and (actor.AIMode == Actor.AIMODE_STAY) and (math.abs(actor.Pos.X - self.Pos.X) < 30) and (math.abs(actor.Pos.Y - self.Pos.Y) < 30) then actor.Vel = Vector(0,0) actor.Pos = Vector(self.Pos.X + offsetx, self.Pos.X + offsety) --replace offsets with values that place the dropship in a nice position end end end This basically pins any dropships which have their aimode set to stay. To undock just set it to return. Random gibbing may be caused by the dropship being inside the terrain like it seems to be. Now that was unexpected. So if I got this right, I'll add this to an MOSR just like the modules and when the ship is within range of 30 pixels, it will pin and align itself with the docking unit. Those offsetx/y will probably need some trial and error testing, but damn, this is awesome. I was intending to make a similar for rockets that are on the ground from keeping them from dancing and hold them tight. Thank you!
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Sat May 09, 2009 8:30 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
war_man333 wrote: You're a god at Cortex Command lua. No, Lord Tim is a god at CC Lua. This guy's just the pope.
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Sat May 09, 2009 8:33 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote: So if I got this right, I'll add this to an MOSR just like the modules and when the ship is within range of 30 pixels, it will pin and align itself with the docking unit.
Yup, that's how it works. I'm not at all sure if aimode_stay works though. But it propably will. Edit: ^sig'd, lol
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Sat May 09, 2009 8:35 pm |
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2v50
Joined: Sun Jun 22, 2008 12:29 pm Posts: 95 Location: edin scotland gb eu europe
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I have played ut2004 bw and it is great i must say I have experience beta testing just to say so if you want i can help
Last edited by 2v50 on Sun May 10, 2009 8:17 am, edited 1 time in total.
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Sat May 09, 2009 8:45 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Tried the aimode_stay, it works.
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Sat May 09, 2009 8:49 pm |
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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
2v50 wrote: I have played ut2004 bw and it is great i must say now then i just have to ask do you have a pc user using the mac build test i not then i can help with that. Wait, wait, wait. A PC user testing the mac build? Really? I can tell you how your test will work. It won't. Because it's the equavalent of seeing if the square peg will fit in the round hole. God save me from noobs.
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Sat May 09, 2009 10:49 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
2v50 wrote: I have played ut2004 bw and it is great i must say now then i just have to ask do you have a pc user using the mac build test i not then i can help with that. Stupidity of the day! Hooray!
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Sat May 09, 2009 11:08 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
that section of map down the bottom of the image looks delicious.
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Sun May 10, 2009 12:22 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
2v50 wrote: now then i just have to ask do you have a pc user using the mac build test i not then i can help with that. Translated to: 2v50 wrote: Do you have a beta-tester testing this on the Mac-build resources for PC? If not, I can help in this regard. I think he thinks that you're beta-testing in B22, which you have before made clear you are not. In this way it will be unnecessary for him to do so, as the main way that mac-build resources are different from the PC-build resources will most likely be re-aligned in B23.
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Sun May 10, 2009 5:24 am |
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2v50
Joined: Sun Jun 22, 2008 12:29 pm Posts: 95 Location: edin scotland gb eu europe
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Quote: Stupidity of the day! Hooray! How?? So that you know it works better then the pc build for right now. Quote: Wait, wait, wait. A PC user testing the mac build? Really? I can tell you how your test will work. It won't. Because it's the equavalent of seeing if the square peg will fit in the round hole. God save me from noobs. Go check out the fourms noob!Well Well Well It works and has done for a good little while now. I am using it all the time on my pc now because i have got the error where the game deletes most of the the Settings.ini file. That is why i am useing the mac build on a pc
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Sun May 10, 2009 8:11 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
No. No no no no, you can't be using a mac build on your PC, I think you mean the IGF build. You cannot use Mac programs on a PC. DO YOU UNDERSTAND?
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Sun May 10, 2009 9:08 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Look up mac resources on a PC. In mod releases.
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Sun May 10, 2009 11:54 am |
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