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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!
The invincible tool doesn't really work; things can still die. I'd love to have an actually invincible cannonball to wave around.
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Sun Nov 22, 2009 7:57 am |
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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!
Well, unfortunately, that's impossible. They're either 100% untouchable or they're going to die at some point.
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Sun Nov 22, 2009 8:04 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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 Re: The FBM CB 4200 - Now deployable in the field!
TheLastBanana wrote: Well, unfortunately, that's impossible. They're either 100% untouchable or they're going to die at some point. Here is an Idea for a cursor, 'Rejuvenate', either it gradually heals, makes the actor grow back limbs, and repairs their ♥♥♥♥ over time, or it just flat out respawns them with new everything.
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Sun Nov 22, 2009 8:27 am |
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VladDracul
Joined: Tue Apr 22, 2008 4:46 am Posts: 39 Location: A Gallikers MyTea
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 Re: The FBM CB 4200 - Now deployable in the field!
Gone for months, and I come back to this. It's like.., no amount of words can describe. If anything, the ability to fling my own troops around like rag-dolls just tickles me in all the right ways. That, and it kinda reminds me of Falling Sand/Sand fall game, the one that let's you make zombies(?) stickman and click-and-drag. Insta-DL, trying desperately to postpone o-face to better enjoy this product of win.
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Sun Nov 22, 2009 3:32 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: The FBM CB 4200 - Now deployable in the field!
Is it possible to add speed limit to objects that you throw? Like cut acceleration before the critical velocity(whatever that is).
And could there be a MOID limit checker that prevents you from using the gibber? Like it disables the gibber cursor when MOID limit is getting close to highest limit.
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Sun Nov 22, 2009 3:36 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!
I don't know how you people are managing to throw things that hard. I have never once, even with maximum force, been able to make an actor outright disappear from throwing it. If you could tell me the speed at which this is occurring, I'll add in a speed limit. I'm not too sure how that would help with the gibber. Why would it need to check how many MOIDs there are?
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Mon Nov 23, 2009 2:10 am |
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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!
TheLastBanana wrote: I have never once, even with maximum force, been able to make an actor outright disappear from throwing it. 6 GIGS OF RAM.
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Mon Nov 23, 2009 2:12 am |
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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!
That's not going to have any effect on it. The only thing that changes is how many objects can be in-game at once without lag. According to Grif, the maximum velocity is 500 in either direction - my question becomes, how the heck are you people managing to fling things that hard without snapping your wrists right off?
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Mon Nov 23, 2009 2:13 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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 Re: The FBM CB 4200 - Now deployable in the field!
My mouse is set to move pretty fast.
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Mon Nov 23, 2009 2:19 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!
Aren't vertical and horizontal velocity separate, so they add together? 250 x Vel and 250 y Vel? Mainly I get it when I spin around the cursor around really fast using the lasso.
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Mon Nov 23, 2009 2:21 am |
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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!
Added an update. I'm pretty sure it's 500 in either direction, but give the new version a try and correct me if I'm wrong.
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Mon Nov 23, 2009 2:30 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!
Works now! Huzzah!
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Mon Nov 23, 2009 3:01 am |
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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: The FBM CB 4200 - Now deployable in the field!
TheLastBanana wrote: how the heck are you people managing to fling things that hard without snapping your wrists right off? Lag. When we're lagging the game runs slower and, hence, we are relatively faster in comparison to the physics engine. Once certain lag threshold is reached almost everything disappears instantly instead of being moved.
Last edited by 411570N3 on Mon Nov 23, 2009 10:34 am, edited 1 time in total.
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Mon Nov 23, 2009 9:15 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: The FBM CB 4200 - Now deployable in the field!
but all the lua calculations are based on sim updates, and won't run any faster (or do any more math) just because the game is running slower
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Mon Nov 23, 2009 10:14 am |
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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: The FBM CB 4200 - Now deployable in the field!
I meant just the cursor moves faster, so the thing jumps. That's what happens to me, anyway.
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Mon Nov 23, 2009 10:33 am |
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