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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: [WIP]Telekinetic Wielder - Beta Release
...That...is...AWESOME!! You have my Download! Edit: Really Fun to play around with, Doesn't work in bunkers though. Also, if you could make it a Rebindable button to drop it, that would be nice.
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Sat Jul 18, 2009 6:41 pm |
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sock
Joined: Thu Apr 02, 2009 6:37 am Posts: 25 Location: yes.
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Re: [WIP]Telekinetic Wielder - Beta Release
oh lawdy this is just pure win try using it with any of the DS tech weapons
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Sat Jul 18, 2009 8:28 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP]Telekinetic Wielder - Beta Release
Do not comment the code that prevents multi wielding: EDIT: Where did that un come from?
Last edited by mail2345 on Sun Jul 19, 2009 8:11 pm, edited 2 times in total.
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Sat Jul 18, 2009 11:17 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: [WIP]Telekinetic Wielder - Beta Release
Roon3 wrote: Droping an activated weapon keeps it activated. Omg finally I can have stuff digging. I love that the diggers themselves could probably do better than the AI Dig mode if placed right.
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Sun Jul 19, 2009 12:41 am |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: [WIP]Telekinetic Wielder - Beta Release
Wow, I must say that this is one of the most innovative mods I have seen in a while.
I'll have to learn how you did it. Time to study some code...
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Sun Jul 19, 2009 1:43 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: [WIP]Telekinetic Wielder - Beta Release
Good luck. I did a horrible job on commenting my code. I'll try to fix this later on.
@Grif: I have been considering using (self.owner.EyePos - self.owner.ViewPoint):SetMagnitude(500) instead of a raycast, but I wasn't sure what position was returned when an actor wasn't in sharp stance. I've been too lazy to test it, since I already have a working method at the moment.
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Sun Jul 19, 2009 2:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP]Telekinetic Wielder - Beta Release
I just dislike overusing raycasting and everyone seems to love it so much.
Personal prejudice I guess.
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Sun Jul 19, 2009 5:13 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: [WIP]Telekinetic Wielder - Beta Release
@Kyred: You'll need to use Code: (self.owner.ViewPoint - self.owner.EyePos):SetMagnitude(500) if you want to get a vector pointing away from the actor. And 500 is a bit short if you want to go dual-sniping. I disagree with Grif on the superiority of using ViewPoint because you'd have to use sharpaim when shooting or you'd always shoot yourself in the head. Also, you wouldn't be able to use the extra weapon for sniping if you had a weapon with a short SharpDistance.
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Sun Jul 19, 2009 10:25 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [WIP]Telekinetic Wielder - Beta Release
Siric wrote: Edit: Really Fun to play around with, Doesn't work in bunkers though. Are you sure it doesn't just dig through the roof until it gets above you? That's still working
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Sun Jul 19, 2009 10:50 am |
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: [WIP]Telekinetic Wielder - Beta Release
This is sooo cool! Double the DAKKA, double the fun! mail2345 wrote: Do not uncomment the code that prevents multi wielding:
Could you please tell me what exactly I should not uncomment? I don't want to make that mistake, you understand...
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Sun Jul 19, 2009 3:41 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP]Telekinetic Wielder - Beta Release
I actually ment comment, not uncomment. Anyway, do not remove this code from the lua file: Code: for part in MovableMan.Particles do if part.PresetName == "Bullet TeleWielder" then if box:WithinBox(part.Pos) then self.bKill = true; break; end end end
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Sun Jul 19, 2009 8:11 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: [WIP]Telekinetic Wielder - Beta Release
Winterous wrote: Siric wrote: Edit: Really Fun to play around with, Doesn't work in bunkers though. Are you sure it doesn't just dig through the roof until it gets above you? That's still working When it goes into the Roof it dissapears, and when you go out of the bunker it is gone.
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Sun Jul 19, 2009 10:37 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: [WIP]Telekinetic Wielder - Beta Release
GibImpulseLimit probably. (On the gun you picked up I mean.)
Maybe you should somehow make the code set the GIL of whatever you pick up with it to 999999999...
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Sun Jul 19, 2009 10:52 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [WIP]Telekinetic Wielder - Beta Release
Siric wrote: Winterous wrote: Siric wrote: Edit: Really Fun to play around with, Doesn't work in bunkers though. Are you sure it doesn't just dig through the roof until it gets above you? That's still working When it goes into the Roof it dissapears, and when you go out of the bunker it is gone. O_. I've got a gun stuck in my roof! Poor birds are gonna find it
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Mon Jul 20, 2009 1:00 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: [WIP]Telekinetic Wielder - Beta Release
Okay, I need an opinion. What do you guys think is better for the Movable Mode? The current method, or this one: Sorry for the jumpiness of it. It's hard to aim smoothly when your game slows during screen shots. It still has problems if you aiming crosses over your head while firing. I'm trying to work on that. It does work a little better in bunkers. The floating gun's max distance is 1/2 the aiming distance of your sharp aiming.
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Mon Jul 20, 2009 6:31 am |
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