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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?
The MOID limit. If you exceed it, the game reacts by deleting MOs and generally acting loopy.

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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