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Drop Pod Exit Question http://45.55.195.193/viewtopic.php?f=1&t=22279 |
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Author: | ShadowStorm [ Mon Mar 28, 2011 9:33 pm ] |
Post subject: | Drop Pod Exit Question |
So I made a drop pod for my mod and i was wondering: Which part of the ini code controls how far from the drop pod the actor exits once the drop pod explodes because I made one that doesn't gib into a bunch of pieces but rather just once big piece and a door. |
Author: | Asklar [ Mon Apr 04, 2011 12:52 am ] |
Post subject: | Re: Drop Pod Exit Question |
I think that part depends in other things rather than ini coding. Like, the speed of the pod before gibing. |
Author: | Grif [ Mon Apr 04, 2011 1:02 am ] |
Post subject: | Re: Drop Pod Exit Question |
Position and velocity of craft exit is determined by the "AddExit = Exit" line present in all craft files. |
Author: | Asklar [ Wed Apr 06, 2011 7:05 pm ] |
Post subject: | Re: Drop Pod Exit Question |
ShadowStorm wrote: So I made a drop pod for my mod and i was wondering: Which part of the ini code controls how far from the drop pod the actor exits once the drop pod explodes because I made one that doesn't gib into a bunch of pieces but rather just once big piece and a door. I think that part can't be done through ini. |
Author: | Roast Veg [ Wed Apr 06, 2011 8:10 pm ] |
Post subject: | Re: Drop Pod Exit Question |
No it's the same as the standard exit. |
Author: | dragonxp [ Wed Apr 06, 2011 8:22 pm ] |
Post subject: | Re: Drop Pod Exit Question |
Change the Vector of what Grif Said. |
Author: | Grif [ Thu Apr 07, 2011 3:10 am ] |
Post subject: | Re: Drop Pod Exit Question |
or well no actually if you're talking about when it explodes, as in gibs, there's no .ini way to define that huh depending on exactly how the engine runs, you *might* be able to catch the cargo with a simple area check in function Destroy(self) of the craft, and then move it, but I'm not sure exactly the order of frames there |
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