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 Cloning Factory 
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Cloning Factory
Geti wrote:
Does this cost money to use?
Also, glad the inventory handler works.
You could add the actors to a table and use that to limit the amount of dudes spawned when in auto mode, to prevent MOID-fails.

No, but the spawn time is relative to the actor and inventory's cost!


Sun Nov 01, 2009 9:46 am
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Joined: Fri Jul 24, 2009 9:03 am
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Post Re: Cloning Factory
Speaking about my previous problem with enemy actors- I think that the enemy must have been crossing the map boundary whilst the cloner was open, should there be something to stop it being used by the enemys troops or is that already there?
Also, is there a way that it can be used for weapons only? maby a few varieties for different items- One for actors, a specialist one for crabs that can be placed on the ground, a weapon version, a version for bombs, possibly some that re-create the tool/weapon held only when there isn't a tool on the spot where they are created.
For weapons and crabs you could have an exit that lies on the ground with an entrance on the other side. so that the weapon is placed on the exit flat to the ground. Like a pipe coming out of the ground to stop the ACrab falling.


Sun Nov 01, 2009 10:40 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Cloning Factory
I already made an all-weapon cloner. It's an emitter, and you walk under it and it drops a copy of the weapon. I just didn't release it because Grif already made one.


Sun Nov 01, 2009 4:37 pm
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Post Re: Cloning Factory
CaveCricket48 wrote:
@Yoshi(cant mod) - The delay is based on actor gold cost for balancing, so a more expensive actor would take longer to produce then a cheaper one.

Code:
self.delaytime = self.target.GoldValue*100;

On line 18, change the "100" to a lower number, like 10.


Thanks cavecricket


Sun Nov 01, 2009 7:11 pm
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Joined: Fri Jun 12, 2009 10:19 am
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Post Re: Cloning Factory
awesome dude, what perfect mod


Tue Nov 24, 2009 2:16 pm
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Joined: Fri Mar 02, 2007 6:59 am
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Post Re: Cloning Factory
combine the code with the crab/jumper soldier code and you have an awesome, awesome device.


Wed Nov 25, 2009 6:04 am
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Post Re: Cloning Factory
The thing works nice, but man the code is scary inefficient.
Much of it uses repeated calls to the same functions and could really benefit from a few elseifs.


Sat Nov 28, 2009 4:10 am
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Post Re: Cloning Factory
I made this before I new about elseif statements. :P


Sat Nov 28, 2009 4:16 am
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Post Re: Cloning Factory
CaveCricket, could you update the cloning factory, using your method of copying inventory?
Because when I used factory to clone actor with 6 items in inventory, clone have only 5.
That is only thing that makes this mod not perfect, and it makes usage of the cloning factory very limited.

Sorry for bumping an old topic...


Fri Oct 01, 2010 1:38 pm
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Post Re: Cloning Factory
Mad Alex, it may just be the actor your using because sometimes its just that some mods don't go too well with Cloning factory.

And if your having limits with the Cortex Command Standed units , i would say deleted the mod and try again.


Fri Oct 01, 2010 5:42 pm
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Post Re: Cloning Factory
CaveCricket48 wrote:
The clones have the first 5 weapons from the copied actor.


Fri Oct 01, 2010 5:49 pm
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Post Re: Cloning Factory
CaveCricket48 wrote:
Yes! I have found a way to copy multiple-same items in an actors inventory! That means if you have an actor with 5 blue bombs, 10 assault rifles, and 43 rocket launchers, the newly spawned actor will have 5 blue bombs, 10 assault rifles, and 43 rocket launchers. So, this probably doesn't mean much to a non-Lua modder except that the Repair Kit works flawlessly now, but to the Lua user it means much more reliable inventory copying.


I'm waiting for implementing this method to cloning factory. I think it won't be difficult fo CC48.


Fri Oct 01, 2010 7:10 pm
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Post Re: Cloning Factory
As requested here: http://forums.datarealms.com/viewtopic.php?f=61&t=31717.
I updated the mod to be compatible with 1.0 (just had to change .GoldValue to :GetGoldValue(0,0)). This mod is awesome, I have to say. If CaveCricket48 is not OK with me doing this, please tell me.


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Fri Oct 05, 2012 10:53 am
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