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 The Flying Saucer-Coops9753 Sprites 
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Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
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Post Re: The Flying Saucer-Coops9753 Sprites
Tried it, it's a bug. When the left turret is destroyed, the top turret will become detached. The problemed code is here:

Code:
   for i = 1, #self.Turret do
      if MovableMan:IsActor(self.Turret[i]) == true then
         --basic turret position upkeep (so it doesn't fall at 999999m/s)
         self.Turret[i].Vel.X = self.Vel.X;
         self.Turret[i].Vel.Y = self.Vel.Y;
         --update turret position
         self.Turret[i].RotAngle = self.RotAngle;
         self.Turret[i].Pos = self.Pos + self:RotateOffset(self.Turret[i].Offset)
      else
         self.Turret[i] = nil
      end
   end


can't figure out how fix it yet. It only happens when the left turret is destroyed.


Edit: I changed

Code:
         self.Turret[i] = nil


to

Code:
         self.Turret[i] = CreateACrab("Drone")


and it strangely fixed the problem


Tue Aug 31, 2010 6:08 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: The Flying Saucer-Coops9753 Sprites
Also, in regards to your skirmish for the saucers, the only thing I'm getting is vanilla. I bugged me for quite a while why vanilla kept spawning. Is there anyway to actually make saucers spawn? I just keep getting vanilla.

Naxete wrote:
I NEVER had a crazy problem like that, perhaps water messed the towers,
it already happened in past, turrets dislike gravity modifications, a lot.


Well so far, the UFO goes well in water. The turrets bullets are dulled obviously but the main cannon isn't as effected as much. And the turrets don't bug out in the water. So its pretty good.

Also, I just realized this: If you load the UFO craft with an actor and the main cannon runs out of ammo, the main cannon will fire whatever its carrying. So load it up with a nuke and after you exhausted all of your ammo, you can still have a trump card.

Additionally, the gibbing is kind of weird. Sometimes, it will just dissappear, and sometimes it will just be blown in a random direction at high velocities. If you remember the Metal Slug mod, the craft, when it died, it turned into a preset war battered sprite. You could try something like that.

And the durability could be a bit better. Sometimes the craft dies when its still at 90-80 hp.


Tue Aug 31, 2010 1:52 pm
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Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
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Post Re: The Flying Saucer-Coops9753 Sprites
The skirmish activities.ini included uses mostly vanilla stuff, and only sends a saucer your way once every 10 minutes or so. To fight the saucer all the time, open that ini file and delete everything below these lines:

addAttackSpawn =ACDropship
copyOf = Flying Saucer

If that doesn't work, you need to also comment out the skirmish activities in missions.rte


Tue Aug 31, 2010 6:02 pm
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Joined: Mon Aug 17, 2009 3:00 am
Posts: 242
Location: The Great White North
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Post Re: The Flying Saucer-Coops9753 Sprites
goduranus wrote:
If that doesn't work, you need to also comment out the skirmish activities in missions.rte


Just do this.


Tue Aug 31, 2010 6:06 pm
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: The Flying Saucer-Coops9753 Sprites
goduranus wrote:
The skirmish activities.ini included uses mostly vanilla stuff, and only sends a saucer your way once every 10 minutes or so. To fight the saucer all the time, open that ini file and delete everything below these lines:

addAttackSpawn =ACDropship
copyOf = Flying Saucer

If that doesn't work, you need to also comment out the skirmish activities in missions.rte



Got it. Well I don't know if this is a bug or something you would like to fix but they sort of lag when you have more than one saucer on the screen.


Tue Aug 31, 2010 6:48 pm
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Joined: Tue Aug 03, 2010 4:51 pm
Posts: 32
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Post Re: The Flying Saucer-Coops9753 Sprites
The lag is not easy to fix due to the large amounts of lua, high number of particles, and the size of the thing thus atoms involved.

Best way to fix it is to try and not have more than one on the map, thus my padding activities with other actors to space out saucer spawns.


Tue Aug 31, 2010 6:58 pm
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