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 Continuous pinned ACrab damage 
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Continuous pinned ACrab damage
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So, I've made this new turret here. It's an ACrab this time (my other turrets are AHumans). For some reason, as this time-laps series shows you, it continuously loses health for some reason I don't understand. The code for the actor itself isn't too huge, so I'll post it here.

I've determined that it has nothing to do with the mass. I've reduced the mass of both the actor and the weapon itself to numbers much smaller than are shown here, and still the health decreases at the same rate. This is pretty frustrating.
Code:
AddActor = Turret
   PresetName = D48-Railgun Idaten Turret
   Mass = 0.001
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/Graphics/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent DarkStorm Light
   ExitWound = AEmitter
      CopyOf = Dent DarkStorm Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         GibImpulseLimitPerVolumeL = 99999
         GibWoundLimitPerVolumeL = 99999
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         GibImpulseLimitPerVolumeL = 99999
         GibWoundLimitPerVolumeL = 99999
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 2000
   JointStiffness = 0.5
   BreakWound = AEmitter
      CopyOf = Vital Leaking Machinery
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 0
   MountedMO = HDFirearm
      CopyOf = D107Railgun
      ParentOffset = Vector
         X = 0
         Y = 0
   GibImpulseLimit = 15000
   GibWoundLimit = 99999
   
AddEffect = Attachable
   InstanceName = D48Idaten Base
   Mass = 40
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D48Idaten/D48IdatenBase.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -27
      Y = -9.5
   AngularVel = 0
   EntryWound = AEmitter
      CopyOf = Leaking DarkStorm
   ExitWound = AEmitter
      CopyOf = Leaking DarkStorm
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         StructuralIntegrity = 300
         GibImpulseLimitPerVolumeL = 99999
         GibWoundLimitPerVolumeL = 99999
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   JointStrength = 2000
   JointStiffness = 0.1
   BreakWound = AEmitter
      CopyOf = Vital Leaking Machinery
   JointOffset = Vector
      X = 0
      Y = -9
   DrawAfterParent = 0
   GibImpulseLimit = 2000
   GibWoundLimit = 50
//   GibSound = Sound
//      CopyOf = Bone Crack

AddActor = ACrab
   PresetName = D48-Railgun Idaten
   Mass = 40
   PinStrength = 10000
   GoldValue = 0
   Buyable = 0
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D48Idaten/D48IdatenBody.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -27
      Y = -14.5
   EntryWound = AEmitter
      CopyOf = Dent DarkStorm Light
   ExitWound = AEmitter
      CopyOf = Dent DarkStorm Light
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         GibImpulseLimitPerVolumeL = 99999
         GibWoundLimitPerVolumeL = 99999
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   BodyHitSound = Sound
      CopyOf = Metal Body Blunt Hit
   PainSound = Sound
      CopyOf = Robot Pain
   DeathSound = Sound
      CopyOf = Robot Death
   DeviceSwitchSound = Sound
      CopyOf = Turret Switch
   Status = 0
   Health = 100
   ImpulseDamageThreshold = 20000
   AimAngle = 0
   AimDistance = 30
   CharHeight = 110
   AddAttachable = Attachable
      CopyOf = D48Idaten Base
      ParentOffset = Vector
         X = 0
         Y = 15
   Turret = Turret
      CopyOf = D48-Railgun Idaten Turret
      ParentOffset = Vector
         X = -6
         Y = -8
   LFootGroup = AtomGroup
      CopyOf = CrabFootGroup
   RFootGroup = AtomGroup
      CopyOf = CrabFootGroup
   StrideSound = Sound
      CopyOf = Robot Stride
   LStandLimbPath = LimbPath
      PresetName = Dummy Crab Stand Path Left
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 0.1
      NormalTravelSpeed = 0.5
      FastTravelSpeed = 1.5
      PushForce = 1800
   LWalkLimbPath = LimbPath
      PresetName = Dummy Crab Walk Path Left
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 2.5
      FastTravelSpeed = 4.5
      PushForce = 5500
   LDislodgeLimbPath = LimbPath
      PresetName = Dummy Crab Dislodge Path Left
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 1.5
      NormalTravelSpeed = 2.5
      FastTravelSpeed = 4.5
      PushForce = 10000
   RStandLimbPath = LimbPath
      CopyOf = Dummy Crab Stand Path Left
      PresetName = Dummy Crab Stand Path Right
      StartOffset = Vector
         X = 0
         Y = 0
   RWalkLimbPath = LimbPath
      CopyOf = Dummy Crab Walk Path Left
      PresetName = Dummy Crab Walk Path Right
      StartOffset = Vector
         X = 0
         Y = 0
   RDislodgeLimbPath = LimbPath
      CopyOf = Dummy Crab Dislodge Path Left
      PresetName = Dummy Crab Dislodge Path Right
      StartOffset = Vector
         X = 0
         Y = 0
   GibImpulseLimit = 15000
   GibWoundLimit = 50
//   GibSound = Sound
//      CopyOf = Bone Crack


Sat Nov 08, 2008 1:06 am
Profile YIM
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Joined: Sun May 18, 2008 8:30 am
Posts: 732
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Post Re: Continuous pinned ACrab damage
I remember this seeing this problem before. I think it was solved by copying the limb offsets from a turret that didn't have the problem.


Sat Nov 08, 2008 1:32 am
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Joined: Tue Jul 03, 2007 12:33 am
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Post Re: Continuous pinned ACrab damage
It could be that it somehow gets wounded (leg that spawn in a nasty position and breaks) and has a hurting wound.
Other than that, I'm out.


Sat Nov 08, 2008 1:43 am
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Continuous pinned ACrab damage
No idea what the problem might be. But that's a badass turret. Is it a turret-power level Electrolaser?


Sat Nov 08, 2008 1:59 am
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: Continuous pinned ACrab damage
LowestFormOfWit wrote:
No idea what the problem might be. But that's a badass turret. Is it a turret-power level Electrolaser?

It's a railgun, actually, meant for liquefying pretty much anything in one shot, on the ground or in the air. It's a fairly ridiculous weapon, but it has a huuuuuuuuuge reload time.

I think I'll mess with the limbs a bit, since I've been suspecting the problems might lie there. I'll add some, move em around, etc.


Sat Nov 08, 2008 2:16 am
Profile YIM
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Joined: Fri Sep 14, 2007 9:52 pm
Posts: 304
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Post Re: Continuous pinned ACrab damage
All I can think of is that they (as in legs) are destroyed when you place it, because ACrabs constantly lose health without their legs.


Sat Nov 08, 2008 2:24 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: Continuous pinned ACrab damage
Make some null legs.
I remember taking off a dreadnought's legs via code and it lost health.


Sat Nov 08, 2008 2:38 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: Continuous pinned ACrab damage
Yeah, Null legs are the way to go. Actor much prefer null limbs to non-existant ones.


Sat Nov 08, 2008 2:44 am
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Post Re: Continuous pinned ACrab damage
I was half right.
:D


Sat Nov 08, 2008 4:22 am
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: Continuous pinned ACrab damage
Yep. I copied regular Dummy Crab Legs, gave them a null sprite, and set them in the same place as the dreadnought. Now it works.

Not messing with the walkpaths also seems to help. It seems like if you mess with stuff too much, the legs will just instantly gib for some reason. And when an ACrab has no legs, it loses health, even if there's no damaging break wounds for the legs. So you can't just have no legs either. It works for an AHuman though.

Oh well. Back to work. I need to fix up the turret sprite and add some gibs...


Sat Nov 08, 2008 6:03 am
Profile YIM
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Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
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Post Re: Continuous pinned ACrab damage
I like the new turret. Only thing I could say is to possibly add some energy-like parts to the inside of each part of the "barrel".

I like your turrets. I resprited Electroclan's Tesla cannon and had one of your turrets pick it up (awesome that you can do this, btw). Results were fun:
Image


Sat Nov 08, 2008 7:10 am
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Post Re: Continuous pinned ACrab damage
Nice.


Sat Nov 08, 2008 7:57 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: Continuous pinned ACrab damage
Darlos, since build 22 has things organized by .RTE's along with an Icon, I was wondering what you would do for the Icon. Would it be an image of a Tengu or the symbols in your avatar?


Sat Nov 08, 2008 8:13 am
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Continuous pinned ACrab damage
What the? And I thougth I had something wrong with my code when I tried to make the small turret for the dummies.

I'll report this to Data, Darlos9D. We messed up something on the engine side.


Sat Nov 08, 2008 10:44 am
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Joined: Sat Aug 25, 2007 5:50 am
Posts: 319
Location: Planet Telex
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Post Re: Continuous pinned ACrab damage
numgun wrote:
small turret for the dummies.


Num and Bubs are the greatest things to ever happen to cortex command.


Sat Nov 08, 2008 2:19 pm
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