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Continuous pinned ACrab damage http://45.55.195.193/viewtopic.php?f=1&t=12564 |
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Author: | Darlos9D [ Sat Nov 08, 2008 1:06 am ] |
Post subject: | Continuous pinned ACrab damage |
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 |
Author: | CandleJack [ Sat Nov 08, 2008 1:32 am ] |
Post subject: | 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. |
Author: | Winterous [ Sat Nov 08, 2008 1:43 am ] |
Post subject: | 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. |
Author: | LowestFormOfWit [ Sat Nov 08, 2008 1:59 am ] |
Post subject: | 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? |
Author: | Darlos9D [ Sat Nov 08, 2008 2:16 am ] |
Post subject: | 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. |
Author: | Raintail99 [ Sat Nov 08, 2008 2:24 am ] |
Post subject: | 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. |
Author: | Azukki [ Sat Nov 08, 2008 2:38 am ] |
Post subject: | Re: Continuous pinned ACrab damage |
Make some null legs. I remember taking off a dreadnought's legs via code and it lost health. |
Author: | Exalion [ Sat Nov 08, 2008 2:44 am ] |
Post subject: | Re: Continuous pinned ACrab damage |
Yeah, Null legs are the way to go. Actor much prefer null limbs to non-existant ones. |
Author: | Winterous [ Sat Nov 08, 2008 4:22 am ] |
Post subject: | Re: Continuous pinned ACrab damage |
I was half right. |
Author: | Darlos9D [ Sat Nov 08, 2008 6:03 am ] |
Post subject: | 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... |
Author: | LowestFormOfWit [ Sat Nov 08, 2008 7:10 am ] |
Post subject: | 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: |
Author: | Winterous [ Sat Nov 08, 2008 7:57 am ] |
Post subject: | Re: Continuous pinned ACrab damage |
Nice. |
Author: | CaveCricket48 [ Sat Nov 08, 2008 8:13 am ] |
Post subject: | 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? |
Author: | numgun [ Sat Nov 08, 2008 10:44 am ] |
Post subject: | 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. |
Author: | zness [ Sat Nov 08, 2008 2:19 pm ] |
Post subject: | 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. |
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