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TDExplosives
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Author:  Mind [ Wed May 14, 2008 9:58 pm ]
Post subject:  TDExplosives

Hi everyone, just a quick question

For some reason, when I tried to make a TDExplosive emit a bunker module, and I typed:

AddParticles = TerrainObject
CopyOf = Bunker Module Template

It says that terrainobject is an unallocatable object
any ideas why? :sad:

Author:  Lord Tim [ Wed May 14, 2008 10:11 pm ]
Post subject:  Re: TDExplosives

TerrainObjects are a special type of object that can only be used in the Scene code. You can't use them as arguments for anything else. I'd recommend making a MOSRotating with a low RestThreshold instead. That way it will automatically turn into terrain. You currently can't spawn TerrainObjects directly into the game yet.

Author:  Mind [ Wed May 14, 2008 10:16 pm ]
Post subject:  Re: TDExplosives

Thanks a bunch Lord Tim!

Author:  Mind [ Wed May 14, 2008 10:27 pm ]
Post subject:  Re: TDExplosives

BTW, how do make an object that freezes in mid-air, never moving at all?

Author:  Darlos9D [ Wed May 14, 2008 10:42 pm ]
Post subject:  Re: TDExplosives

The Mind wrote:
BTW, how do make an object that freezes in mid-air, never moving at all?

PinStrength = 9999999999

Author:  Mind [ Wed May 14, 2008 10:44 pm ]
Post subject:  Re: TDExplosives

Thx for informing me, but is it only for an AEmitter?

If not, then what line do you put it at

Author:  Roy-G-Biv [ Wed May 14, 2008 11:26 pm ]
Post subject:  Re: TDExplosives

The Mind wrote:
Thx for informing me, but is it only for an AEmitter?

No.
Code:
AddActor = AHuman
   InstanceName = Option Module
   AddToGroup = Robots
   AddToGroup = AAL Units
   PinStrength = 6000000

Place it after the AddToGroup codes.
(Copied it from AAL INIS. Best examples yet.)

Author:  Djinn [ Wed May 14, 2008 11:28 pm ]
Post subject:  Re: TDExplosives

The Mind wrote:
Thx for informing me, but is it only for an AEmitter?

If not, then what line do you put it at


Anywhere in the body of the declaration, pretty much. Write it right under InstanceName if you want to be sure. Also, PinStrength of like 50 is perfectly strong enough to hold anything.

However, this won't work if you want to make something into terrain. If it's pinned, it won't interact like dirt will.

Author:  Azukki [ Thu May 15, 2008 2:04 am ]
Post subject:  Re: TDExplosives

Djinn wrote:
The Mind wrote:
Thx for informing me, but is it only for an AEmitter?

If not, then what line do you put it at


Anywhere in the body of the declaration, pretty much. Write it right under InstanceName if you want to be sure. Also, PinStrength of like 50 is perfectly strong enough to hold anything.

However, this won't work if you want to make something into terrain. If it's pinned, it won't interact like dirt will.


Yeah but with the right restthreshold it will become terrain pretty quickly.

Author:  Djinn [ Thu May 15, 2008 2:37 am ]
Post subject:  Re: TDExplosives

Azukki wrote:
Yeah but with the right restthreshold it will become terrain pretty quickly.


Oh, does it actually? I've been trying to get it to do that forever but in multiple tests it didn't look that way. Maybe it's changed since last version, thanks for the heads up.

Author:  Azukki [ Thu May 15, 2008 3:00 am ]
Post subject:  Re: TDExplosives

Oops, my mistake, sorry.

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