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possibility of an APC? http://45.55.195.193/viewtopic.php?f=1&t=13712 |
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Author: | Mikromancer [ Wed Feb 11, 2009 9:52 am ] |
Post subject: | possibility of an APC? |
ok, this seems to be the only code i can find from rockets or dropships that affects unit storage... Code: HatchDelay = 200 HatchOpenSound = Sound AddSample = ContentFile Path = Base.rte/Actors/Rockets/HatchOpen.wav AddExit = Exit Offset = Vector X = 13 Y = 0 Velocity = Vector X = 6 Y = 0 Radius = 10 AddExit = Exit Offset = Vector X = -13 Y = 0 Velocity = Vector X = -6 Y = 0 Radius = 10 does the owner of this code need to be a rocket for it to work? can i use an actor? would the actor be able to turn to use the exit? i mean, does the exit have to be symmetrical? or will it rotate/flip with the parent? I have the distinct suspicion that this isnt going to work... ah well, i'm gunna try, anyone is welcome to help (pls help!! : ) |
Author: | 411570N3 [ Wed Feb 11, 2009 10:04 am ] |
Post subject: | Re: possibility of an APC? |
I'm pretty sure that those are rocket/dropship only values.... |
Author: | Mikromancer [ Wed Feb 11, 2009 10:17 am ] |
Post subject: | Re: possibility of an APC? |
I'm pretty sure you might be right... i remember however a drill or something that came from orbit and dispersed troops then could be used as a subterranean tank of sorts, would that work? |
Author: | 411570N3 [ Wed Feb 11, 2009 10:31 am ] |
Post subject: | Re: possibility of an APC? |
Yes, but then you have the limitations of no weapon pickups, aiming and the fact that it may scuttle randomly if it is a rocket. |
Author: | Mikromancer [ Wed Feb 11, 2009 11:11 am ] |
Post subject: | Re: possibility of an APC? |
This is a Troop Carrier. all it has to do is get to the ground, move along the ground. and disperse the troops, all without dying too much. after that it's dead weight. unless used as cover. but it can do that as gibs anyways, as long as it doesnt explode violently when destroyed. |
Author: | numgun [ Wed Feb 11, 2009 11:51 am ] |
Post subject: | Re: possibility of an APC? |
To make an APC, your best bet is a craft. And crafts fly and making such be a ground vehicle is next to impossible. And the fact it has to carry stuff means it's weight will be variable all the time and shift up and down all the time and that eliminates the possibility of a hovering unit with precisely balanced thrusters. So try to design it as a craft. A cool thing is that you can make the exit be anywhere you want, so atleast that is no limitation. |
Author: | Mikromancer [ Wed Feb 11, 2009 12:32 pm ] |
Post subject: | Re: possibility of an APC? |
I dont suppose there are wheels coded somewhere that i've missed? ... I was looking forward to having something about the size and functionality of the bear tank (without the awesome guns) maybe an actor that has a weapon that fires troops out the back? cept that would be rather op... ah well, guess i'll just be forced to complete something |
Author: | Exalion [ Thu Feb 12, 2009 7:08 am ] |
Post subject: | Re: possibility of an APC? |
No wheels, but I reckon if you were determined you could make a really low flying dropship that used some trciky thrusters to work like a ground/hover vehicle. that'd be sweet. |
Author: | Geti [ Thu Feb 12, 2009 12:40 pm ] |
Post subject: | Re: possibility of an APC? |
reckon doesnt have a w. definitely no wheels, but it would be cool if we got them at some point. just like ropes. physics and ropes and wheels seems to go together.. see, the reason the bear tank works is it is an ACrab -> cant pick up weapons, but can walk. ACrabs cant have exits though, sadly. the game has the same issue with that as you trying to give a dropship arms. |
Author: | Disst [ Thu Feb 12, 2009 3:42 pm ] |
Post subject: | Re: possibility of an APC? |
I know nothing of Lua, but maybe Lua could make an APC possible. |
Author: | Ov3rR1d3 [ Thu Feb 12, 2009 3:46 pm ] |
Post subject: | Re: possibility of an APC? |
I'm not completely sure, but couldn't you make round attachables with either: A: a really low value for turn resistance (forgot the actual variable name) or B: a hight value for turn resistance, but a material w/ low friction. Attach some invisable thrusters to the sides, and it would be like a sled, but would give the illusion of an APC |
Author: | Mikromancer [ Fri Feb 13, 2009 12:04 am ] |
Post subject: | Re: possibility of an APC? |
i just found a mod pack by zalo that has an old warthog actor, i havent looked at the code yet, but it has wheels that look like they work. i'm not sure how it's done but i'll probably have a look by tonite damn real world |
Author: | Geti [ Fri Feb 13, 2009 5:00 am ] |
Post subject: | Re: possibility of an APC? |
if my brain serves me correctly that's just an ACrab, done the same way as mine and ivan's tanks. override, no you couldnt. attachables dont collide with the ground (a fact i am really pissed off about) |
Author: | Azukki [ Fri Feb 13, 2009 10:11 am ] |
Post subject: | Re: possibility of an APC? |
3POK_PHALE wrote: I know nothing of Lua, but maybe Lua could make an APC possible. Make a craft always move to correlating position/velocity/rotation/angularvel of the ACrab with illusion wheels. Make it's doors open/close when the player presses a button, if the player is controlling the ACrab. Make it gib if the ACrab gibs. Make it have the ACrab's health, and GetsHitByMos = 0. Make it uncontrollable; switching to the ACrab if you try using it. Make the ACrab disappear if the craft is returned, the craft has all the gold value in it. Bam. But I'm critical of even myself, and there's more. -I don't really know what you would do if the actor got put in the inventory of another craft... Maybe hide it off the map until the actor is spit out and then return to normal, and return if the craft holding the actor returns? -Illusion wheels suck in CC gameplay, and I imagine actual wheels would too. The terrain is far too varied. -The simplistic artificial attachment would be screwy though if the attachment were of a similar size to it's 'parent' object, as it would have no physical effect on the other object and the other object would dominate the little object entirely. -And you can only have Lua in particular missions as of now. The same general concept could be used to implement crafts with turrets. To control the guns you'd have to switch to the AHuman/ACrab actor though. Maybe the dropship could be controlled while you've got the actor selected though, through lua changes to the craft's emitters? Vise Versa wouldn't work though; there no aiming on crafts. |
Author: | Mikromancer [ Fri Feb 13, 2009 11:00 am ] |
Post subject: | Re: possibility of an APC? |
I agree with 3POK_PHALE, the only experience i've ever had with lua is cheating in the original baldur's gate game. and somehow i dont think that counts... Azukki, your method sounds interestingly workable, but somewhat comlicated, and, in my limited programming experience, comlicated equals more opportunities for bugs. that's not a reflection on your skill, but rather on my luck this of course means that it would only work in certain missions... which is unfortunate. and yes, i love all the groovy new stuff you can do with missions, but having to re-play the same mission, or couple of missions just to use this would be somewhat of a waste. I think the best course of action would be to hope and pray that somewhere along the line the almighty Devs may see fit to grant us a way to fulfill out APC wishes |
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