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fossil98
Joined: Sun Feb 15, 2009 6:13 pm Posts: 14
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Re: The FBM CB 4200 - Now deployable in the field!
r00pl00p wrote: Unnya! Even with my Dual Core,it's still crashy T-T. Unfortunately, CC can only utilise 1 core
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Tue Nov 17, 2009 5:56 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: The FBM CB 4200 - Now deployable in the field!
Having a faster CPU doesn't reduce the amount of crashes.
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Tue Nov 17, 2009 6:09 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: The FBM CB 4200 - Now deployable in the field!
Natti wrote: Having a faster CPU doesn't reduce the amount of crashes. We have a hypothesis that the massive CPU beating this supplies is causing the crash. If that's the case, then it would actually.
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Tue Nov 17, 2009 6:11 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: The FBM CB 4200 - Now deployable in the field!
I would like an actor swicher, then I can build an enemy base and kill it again and again... Another thing would be an AI-disable, stop your enemys in their tracks with a signal jammer.
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Tue Nov 17, 2009 6:23 pm |
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The Wicked Flea
Joined: Fri Jan 04, 2008 10:51 pm Posts: 23
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Re: The FBM CB 4200 - Now deployable in the field!
TLB, this is the coolest brain I've ever seen. One thing of note: when playing on a map that loops terrain, if I cross the border the object I'm dragging with the inertia tool disappears. Edit: for a better shotgun, throw a dropship sideways ... hard. It'll explode due to velocity and continue its path for almost 30 seconds!
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Tue Nov 17, 2009 7:38 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: The FBM CB 4200 - Now deployable in the field!
AddActor = Turret PresetName = Computer Turret Mass = 25 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Computer.rte/Computer007.bmp FrameCount = 1 SpriteOffset = Vector X = -9 Y = -8 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 1000 JointStiffness = 0.9 BreakWound = AEmitter CopyOf = Wound Bone Break JointOffset = Vector X = 0 Y = 7 DrawAfterParent = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 15 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 10 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 75 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Tiny A Count = 1 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 10 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 5 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Robot Head A Gib A Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Robot Head A Gib B Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = 2000 GibWoundLimit = 12
AddActor = ACrab CopyOf = Coalition.rte/Drone PresetName = Computer Drone ScriptPath = Computer.rte/Computer.lua Description = The FBM CB 4200 Portable Turret = Turret CopyOf = Computer Turret ParentOffset = Vector X = 2 Y = -3
Sorry for the huge code, this can go at the bottom of the Computer.ini and adds an in-game version, sorry if this isn't okay or such, just let me know.
How do you reduse the size? I removed the code tags to make it small
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Tue Nov 17, 2009 8:13 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The FBM CB 4200 - Now deployable in the field!
Samohan25 wrote: How do you reduce the size? You post it in something like pastebin and post a link to it.
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Tue Nov 17, 2009 8:52 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: The FBM CB 4200 - Now deployable in the field!
I believe that you, sir, have created the CC version of Garrys Mod.
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Tue Nov 17, 2009 11:24 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: The FBM CB 4200 - Now deployable in the field!
r00pl00p wrote: Unnya! Even with my Dual Core,it's still crashy T-T. And i was having fun 'sploding their body parts one by one with the burster..... Also,what about a tool that converts enemy actors into your own? Actually, that's what the heart icon was originally going to do. However, turns out that switching teams will cause a crash as soon as you try to switch actors. I couldn't find a way to fix that (but if anybody does, please let me know!) so it can't happen for now. Sorry The Wicked Flea wrote: One thing of note: when playing on a map that loops terrain, if I cross the border the object I'm dragging with the inertia tool disappears. I fixed this in the latest version, make sure you've downloaded the newest one. Samohan25 wrote: Sorry for the huge code, this can go at the bottom of the Computer.ini and adds an in-game version Apparently I forgot to add this in to my last post (I had the last post when this updated so I guess I forgot to edit it in). I added a version which you can deploy in-field. Please redownload and order it from the tools menu!
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Wed Nov 18, 2009 5:07 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: The FBM CB 4200 - Now deployable in the field!
When I grab, say, a gib that is about to settle, it crashes.
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Wed Nov 18, 2009 5:47 am |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: The FBM CB 4200 - Now deployable in the field!
I know that it isn't very easy but could you make it easyer to change the key settings? You can find all the UInputMan statements but it might be easy for people to change them if you defined the keys in a function at the top or in the CreateSelf.
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Wed Nov 18, 2009 8:58 am |
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IceSilver
Joined: Fri May 29, 2009 10:53 am Posts: 117
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Re: The FBM CB 4200 - Now deployable in the field!
I think I just came all over my monitor
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Wed Nov 18, 2009 11:49 am |
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Batux1995
Joined: Wed Dec 03, 2008 8:54 pm Posts: 41 Location: Andromeda Galaxy,localhost
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Re: The FBM CB 4200 - Now deployable in the field!
AWESOME!That is one of the most awesome mods ever I have ever seen!But the thing is;That when i use it,it lags a bit and the game crashed when an enemy randomly shot around..
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Wed Nov 18, 2009 4:13 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: The FBM CB 4200 - Now deployable in the field!
Samohan25 wrote: I know that it isn't very easy but could you make it easyer to change the key settings? You can find all the UInputMan statements but it might be easy for people to change them if you defined the keys in a function at the top or in the CreateSelf. I did some reorganizing of the folder and added this. Open up Computer.rte/Bindings.lua, it's all in there.
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Thu Nov 19, 2009 1:02 am |
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Labrat>BEN
Joined: Tue Oct 13, 2009 3:28 am Posts: 37
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Re: The FBM CB 4200 - Now deployable in the field!
This...is...AWSOME! i'll take a short video of me draging the rockets around.
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Thu Nov 19, 2009 1:07 am |
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