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[ 7 posts ] |
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ShadowStorm
Joined: Thu Jan 21, 2010 10:59 pm Posts: 151
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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.
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Mon Mar 28, 2011 9:33 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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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.
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Mon Apr 04, 2011 12:52 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Drop Pod Exit Question
Position and velocity of craft exit is determined by the "AddExit = Exit" line present in all craft files.
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Mon Apr 04, 2011 1:02 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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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.
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Wed Apr 06, 2011 7:05 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Drop Pod Exit Question
No it's the same as the standard exit.
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Wed Apr 06, 2011 8:10 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Drop Pod Exit Question
Change the Vector of what Grif Said.
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Wed Apr 06, 2011 8:22 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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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Thu Apr 07, 2011 3:10 am |
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