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Attachables http://45.55.195.193/viewtopic.php?f=1&t=21500 |
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Author: | Asklar [ Tue Feb 15, 2011 5:08 am ] |
Post subject: | Attachables |
Aside from redundancy, is it possible to attach attachables to an attachable? For example, adding an AEmitter with some glows on a helmet? |
Author: | 411570N3 [ Tue Feb 15, 2011 5:45 am ] |
Post subject: | Re: Attachables |
Yes. This way you can also make layered armour. |
Author: | Asklar [ Tue Feb 15, 2011 6:49 am ] |
Post subject: | Re: Attachables |
Laaaaaayeeereeeeedddd... Hmmm... Ok, thanks for the information. |
Author: | 411570N3 [ Tue Feb 15, 2011 8:28 am ] |
Post subject: | Re: Attachables |
Attachables allow for a huge variety of interesting things including weak spots, multi-layer armour and weight changes based on damage. Just remember that each attachable gets you one step closer to the MOID ceiling. |
Author: | Asklar [ Tue Feb 15, 2011 9:11 pm ] |
Post subject: | Re: Attachables |
MOID ceiling? |
Author: | Asklar [ Wed Feb 16, 2011 1:35 am ] |
Post subject: | Re: Attachables |
Hey, I got a problem: Code: AddEffect = Attachable PresetName = SpecOpsHelm AddAEmitter = AEmitter CopyOf = Glow Emitter ParentOffset = Vector X = 1 Y = 0 Mass = 3 Sharpness = 1 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = NewWorldIndustries.rte/Actors/SpecialOperationsSoldier/HelmetB.bmp FrameCount = 1 SpriteOffset = Vector X = -8 Y = -6 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Metal Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 180 JointStiffness = 0.6 // BreakWound = AEmitter // CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 1500 GibWoundLimit = 7 It says it's in line 87; the line with the AddAEmitter = AEmitter. Help? |
Author: | Nocifer [ Wed Feb 16, 2011 3:37 am ] |
Post subject: | Re: Attachables |
Pretty sure it should be AddEmitter, not AddAEmitter. |
Author: | Asklar [ Wed Feb 16, 2011 3:42 am ] |
Post subject: | Re: Attachables |
That fixed it, thanks. |
Author: | 411570N3 [ Wed Feb 16, 2011 5:54 am ] |
Post subject: | Re: Attachables |
Asklar wrote: MOID ceiling? |
Author: | Asklar [ Wed Feb 16, 2011 6:50 am ] |
Post subject: | Re: Attachables |
D= Can you explain that in non-pro language? |
Author: | 411570N3 [ Wed Feb 16, 2011 6:59 am ] |
Post subject: | Re: Attachables |
Every attachable counts as a moving object which needs an ID (generally anything that needs collisions). There are only 256 IDs the game can assign. Once the game has assigned all 256, it starts deleting the earlier ones to make room for new ones. |
Author: | Asklar [ Wed Feb 16, 2011 8:55 am ] |
Post subject: | Re: Attachables |
Wait a minute. That means that if I bought about 100 dreadnought (which have like 3 attachables each) the olders ones I buy will become freaks? |
Author: | 411570N3 [ Wed Feb 16, 2011 8:59 am ] |
Post subject: | Re: Attachables |
Or just explode. Or crash the game. Or make dreadnought parts fly at ridiculous speed everywhere. |
Author: | Asklar [ Wed Feb 16, 2011 9:13 am ] |
Post subject: | Re: Attachables |
Now that's something I'll put in my To-Do list. I've got another question. I've used an AEmitter which uses lua, and I attached it to a gun. Would it be posible to attach it into a helmet for example? |
Author: | 411570N3 [ Wed Feb 16, 2011 9:19 am ] |
Post subject: | Re: Attachables |
If you attach it, its Lua will not function. The MOID Limit causes much of the damage in crab bombs. I think it won't allow you to attach a HDFirearm to anything. |
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