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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Hammer R2 - 2010-03-18
I bet you could make dropships with advanced stability with a bit of tweaking to that script.
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Tue Mar 23, 2010 8:44 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Hammer R2 - 2010-03-18
This is the stabilization part of the code: Code: if self.RotAngle > 1.5 then self.AngularVel = self.AngularVel - 1 elseif self.RotAngle < -1.5 then self.AngularVel = self.AngularVel + 1 else self.AngularVel = self.AngularVel * 0.97 end
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Tue Mar 23, 2010 9:11 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Hammer R2 - 2010-03-18
I rather like the one engine flying thing, it's like a final attempt to crash into as many people as you can manage.
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Tue Mar 23, 2010 1:04 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: Hammer R2 - 2010-03-18
Can you please tell, where is the mace emitter code? I want to try some tweaking with it, so that it produces more force and less dmg, but cannot find it. I was actually surprised findind the simplicity of repairing rockets - with your lua they actually deliver cargo themselves. A must have. Also, a small bug, i am still unable to repeat at will - with some dmg to one engine the dropship starts flipping violently, you can see the code trying to fight it back(the ship flyes on side) but failing. Will try to get an img. Mace still does not always self-destruct or settle. Dont really knw if you need this, but did not see any bugreports here
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Tue Mar 23, 2010 9:36 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Hammer R2 - 2010-03-18
Good job with the stability thing. I was flying around for a bit like that.
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Tue Mar 23, 2010 10:53 pm |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Hammer R2 - 2010-03-18
Oh cool. Could you make so that you can pick up weapons cuz you can already throw it.
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Tue Mar 23, 2010 11:27 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Hammer R2 - 2010-03-18
deskup wrote: Can you please tell, where is the mace emitter code? I want to try some tweaking with it, so that it produces more force and less dmg, but cannot find it. I was actually surprised findind the simplicity of repairing rockets - with your lua they actually deliver cargo themselves. A must have. Also, a small bug, i am still unable to repeat at will - with some dmg to one engine the dropship starts flipping violently, you can see the code trying to fight it back(the ship flyes on side) but failing. Will try to get an img. Mace still does not always self-destruct or settle. Dont really knw if you need this, but did not see any bugreports here :) Bug-reports are always welcome. The emitter is called Cutter and can be found in Ships.ini. The mace is called Sharp Hammer.
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Wed Mar 24, 2010 8:17 am |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: Hammer R2 - 2010-03-18
You stive for bugs? Ok, here is the new stuff Chain and ball ship doent always count killed in mission. Maybe even never, dunno. The one you buy does. It is here No longer, look at 6. Another stuff, enemy dropships flip fro a nimble touch from yours. Will try to make pics of it. Whoops, it is just that they have no lua. Not a bug. I think I am an idiot, so i am really sorry for that... But wrere is the mass and sharpness? If I understood it right it refers to heavy digger particles, but there are no such stuff in base/devices/diggers... Can you teach me where to find (and tweak) it, please?
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Wed Mar 24, 2010 12:29 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Hammer R2 - 2010-03-18
The cutter emitts a particle that can be found in Base.rte/Ammo.ini. You can create a modified copy of this particle in Hammer.rte/Ships.ini like this: Code: EmittedParticle = MOPixel CopyOf = Particle Heavy Digger PresetName = Particle Heavy Digger New Mass = 0.08 LifeTime = 15 Sharpness = 18
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Wed Mar 24, 2010 1:36 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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Re: Hammer R2 - 2010-03-18
I really did something wrong...(got lifetime of 150 actually) Thank you so very much for your patience
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Wed Mar 24, 2010 2:27 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Hammer R2 - 2010-03-18
Heh, that's hilarious!
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Wed Mar 24, 2010 2:37 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Hammer R2 - 2010-03-18
Oh, well uh, if you want a bug report, I managed to break a piece of the chain off and maintain full functionality of the ball and chain, I tried grabbing a picture but it didn't come out.
Basically one of the sections of chain broke off and the only thing left was a little rotating ball joint floating half way in the air between the other two sections of chain. Worked just fine though, seemed to even stretch out a little further.
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Thu Mar 25, 2010 3:38 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Hammer R2 - 2010-03-18
Good find! The whole chain is supposed to fall apart if a single link or joint break, but sometimes CC reports a Movable Object as valid long after it has settled or been gibbed. That is why I prefer test the object like this: Code: if MovableMan:IsParticle(MO) and MO.ClassName ~= "Entity" then -- Safe to access MO
Instead of like this: Code: if MovableMan:IsParticle(MO) then -- MO is safe to access but not guaranteed to exist
But in this case I simply forgot.
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Thu Mar 25, 2010 3:53 pm |
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