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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Built in Devices.
Is it possible to code built-in devices into actors? Not hand held equipments, but equipment thats actually part of the actor, ones that you can use (access like any other equipment).
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Tue Jan 15, 2008 2:49 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Built in Devices.
Are you asking to add something to inventory, or give an actor an HDFirearm for a limb?
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Tue Jan 15, 2008 2:51 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Built in Devices.
You mean like adding an emitter to an actors legs for it to hover?
Or adding a sharp emitter to it's arm like a melee weapon?
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Tue Jan 15, 2008 2:52 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Built in Devices.
See where we're going with this? Be more specific.
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Tue Jan 15, 2008 2:52 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Built in Devices.
Something like that. Lets say I'm making a robot with weapon pod makers, I want to send out weapon pods, I switch to that weapon (thats built into the actor, not hand held) and I use it.
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Tue Jan 15, 2008 2:55 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Built in Devices.
ProjektTHOR wrote: give an actor an HDFirearm for a limb? You mean that then?
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Tue Jan 15, 2008 2:56 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Built in Devices.
Basically. I'm saying a weapon thats PART of the actor, can't be blown off but however usable!
*starts hammering the table*
Last edited by DSMK2 on Tue Jan 15, 2008 2:59 am, edited 1 time in total.
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Tue Jan 15, 2008 2:57 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Built in Devices.
I don't think it's possible in this build.
How would that work anyway, holding a gun, with a gun for an arm?
If you fired, which would shoot?
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Tue Jan 15, 2008 2:59 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Built in Devices.
I'm looking more at utility equipment, extra boosters for more air control, deploy mines (mine layer type), manual energy shields, back mounted energy cannons... I'm not minding if you need to change "weapons".
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Tue Jan 15, 2008 3:01 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Built in Devices.
I'd suggest you attach an emitter that emits mines periodically or something.
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Tue Jan 15, 2008 3:05 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Built in Devices.
So simply, its not possible to do...
*half his ideas... SCRAPPED*
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Tue Jan 15, 2008 3:10 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Built in Devices.
Remember, I'm an idiotic barely competent modder.
Ask around before giving up completely.
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Tue Jan 15, 2008 3:12 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Built in Devices.
Might as well post a image of what I'm working on: Flight Type Robot, what I'm focusing on is the big booster in question. Its not directly part of the jetpack.
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Tue Jan 15, 2008 3:15 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Built in Devices.
Wait, do you just mean adding stuff to an actor's inventory, without the need of adding it to an order or picking it up? If so, just Code: AddInventory = <Type> CopyOf = <Instance Name> In the actors body code.
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Wed Jan 16, 2008 12:21 am |
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rebirth12345
Joined: Mon Dec 24, 2007 4:41 pm Posts: 125 Location: in a world called Earth
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Re: Built in Devices.
no. he means making it hover (according to the pic) and having a machine gun arm. in that case see EXCALION's SCRAPNU-H
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Wed Jan 16, 2008 12:24 am |
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