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Jetpack to Jump?
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Author:  nubbles [ Tue Mar 12, 2013 2:00 am ]
Post subject:  Jetpack to Jump?

Hello, I'm attempting to make an actor with a jetpack that is possible to shoot off, and have explode. The problem I face as of yet is that my actor, when the jetpack is removed, is completely unable to even simply jump, and as such can't really get around any more. I was wondering if it would be possible to have a "jump" (jetpack) replace the normal one when the normal one is destroyed.

Author:  Foa [ Tue Mar 12, 2013 4:28 am ]
Post subject:  Re: Jetpack to Jump?

YOu'd have to do some sort of magic involving Lua to get them to jump after that sort of ordeal.

Author:  nubbles [ Thu Mar 14, 2013 4:14 am ]
Post subject:  Re: Jetpack to Jump?

That shouldn't be so hard, I just need to attach a script to the jetpack to find and then set the sharpness of the Actor wearing it, 1 sharpness for jetpack attached, 2 for not attached, and then attach a script to the actor to switch between the two... I just can't figure out specifics. Is it even possible to set jetpacks with Lua?

Author:  CaveCricket48 [ Thu Mar 14, 2013 5:18 am ]
Post subject:  Re: Jetpack to Jump?

Have a script on the actor that checks the actor's attached parts. If the jetpack is not found, make the actor do a jump via velocity change in the script whenever the jump key is pressed.

Author:  nubbles [ Fri Mar 22, 2013 7:02 am ]
Post subject:  Re: Jetpack to Jump?

That would work, and on a completely unrelated note, is it also possible to check for the sharpness of an object, say the head, of an actor?

Author:  CaveCricket48 [ Sun Mar 24, 2013 1:45 pm ]
Post subject:  Re: Jetpack to Jump?

Yes, it is. Just have the pointer to the actor and then the Sharpness variable.

thisIsAHead.Sharpness

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