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theevilovenmit
Joined: Sun May 11, 2008 2:00 am Posts: 10 Location: canada bc
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Re: "Bunker Modules"
I tried making tiberium a while ago, I made a lua digger tool for the purpose. Each time it shoots it checks for nearby particles within a certain mass range, sets there lifetime to 1 to remove them and replaces them with heavy gold particles. Only problem is it makes the game lag a bit when there are lots of particles in the air. Code: function Create(self) end
function Update(self) for actor in MovableMan.Particles do if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 95 and actor.Mass > 1.300 and actor.Mass < 1.400 then -- if somethings close and has the right weight actor.Lifetime = 1 -- kill it next frame local particle = CreateMOPixel("Particle Gold"); -- make a prototype particle.Pos = actor.Pos; particle.Vel = actor.Vel; MovableMan:AddParticle(particle); -- make gold end end
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Wed Jun 23, 2010 6:48 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: "Bunker Modules"
Could you make it something that settles into (possibly heavy) gold? You'd have to dig it twice, but I think that's how I made my gold bullets that you could shoot someone with and then later mine. Shooting someone with straight gold just gives them money.
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Wed Jun 23, 2010 7:14 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules"
@theevilovenmit : I don't understand Lua yet so where should I Attach that to make It work MaximDude wrote: In case you're wondering why your crystals are so weak in structure no matter how tough you make them is because the do not have background sprites. CC handles bunker modules without BGs like IsScrap junk that is laying around. So if I make a background it will make it stronger ? I'll try that
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Wed Jun 23, 2010 8:45 pm |
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theevilovenmit
Joined: Sun May 11, 2008 2:00 am Posts: 10 Location: canada bc
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Re: "Bunker Modules"
The lua is executed by a tracer round that the digger fires. I set the digger to fire tracers once every 50th round, which for a digger is every frame or so. Code: AddAmmo = AEmitter PresetName = Particle Tiberium Lua Mass = 0.08 OrientToVel = 0.9 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp LifeTime = 1 // i gave this particle one frame to live, so it only executes the lua once. FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal ScriptPath = Tiberium.rte/Tiberium.lua // This is where you attach the lua. AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Very Heavy Digger ParticlesPerMinute = 0 BurstSize = 1 Spread = 0.0 MaxVelocity = 95 MinVelocity = 95 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1
AddAmmo = Round PresetName = Round Tiberium Tracer ParticleCount = 1 Particle = AEmitter CopyOf = Particle Tiberium Lua Shell = None FireVelocity = 15 ShellVelocity = -1 Separation = 5
The lua checks for particles with a mass between 1.300 and 1.400. I created a material with a mass in between that, and assigned it to the tiberium terrain debris. Code: AddMaterial = Material Index = 127 PresetName = Tiberium Riparius Bounce = 0.1 Friction = 1 StructuralIntegrity = 190 DensityKGPerVolumeL = 5000 Stickiness = 0.1 DensityKGPerPixel = 1.350 // set your mass here GibImpulseLimitPerVolumeL = 15 GibWoundLimitPerVolumeL = 0.1 Priority = 10000000 Color = Color R = 248 G = 242 B = 66 UseOwnColor = 1
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Wed Jun 23, 2010 10:37 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules"
So all I have to do is make a material with a mass between 1.300 and 1.400 attach the lua to a tracer round of a digger and we are good to go ??
does the racer have to be a emitter or can it be a MOpixel
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Wed Jun 23, 2010 10:44 pm |
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theevilovenmit
Joined: Sun May 11, 2008 2:00 am Posts: 10 Location: canada bc
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Re: "Bunker Modules"
yes, the mass should be in between in with .05 on either side to make room for error.
I tried making it a smaller value, eg: 1.400 - 1.450 with a material value of 1.425 and it couldn't detect it..
I remember the aemitter being the only thing that would load the lua, I'm probably wrong though.
The aemitter in my digger emits a heavy digging mopixel during its frame, so you end up with a nice MOpixel anyways.
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Thu Jun 24, 2010 3:04 am |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules"
It doesn't work I have a very strong crystal that only the digger can dig (the custom one with the special tracer) and it digs the mineral but it does not change it into gold Here is the digger code Code: AddAmmo = AEmitter PresetName = Particle CrystalCutter Mass = 0.08 OrientToVel = 0.9 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp LifeTime = 1 // i gave this particle one frame to live, so it only executes the lua once. FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal ScriptPath = Crystal.rte/CrystalCutter/Gold.lua // This is where you attach the lua. AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Very Heavy Digger ParticlesPerMinute = 0 BurstSize = 1 Spread = 0.0 MaxVelocity = 95 MinVelocity = 95 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstTriggered = 1
AddAmmo = Round PresetName = Round CrystalCutter ParticleCount = 6 Particle = AEmitter CopyOf = Particle CrystalCutter Shell = None FireVelocity = 15 ShellVelocity = -1 Separation = 5
AddAmmo = Magazine PresetName = Magazine CrystalCutter Mass = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Crystals.rte/CrystalCutter/CrystalCutterMag.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 ParentOffset = Vector X = 3 Y = 2 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 RoundCount = 300 RTTRatio = 2 RegularRound = Round CopyOf = Round CrystalCutter TracerRound = Round CopyOf = Round CrystalCutter
AddDevice = HDFirearm PresetName = Crystal Cutter AddToGroup = Tools Description = The only digger that can extract gold from crystals , the crystals needs to be mined twice for max profit Mass = 6 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Crystals.rte/CrystalCutter/CrystalCutter.bmp FrameCount = 1 SpriteOffset = Vector X = -10 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 80 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 90 JointStiffness = 0.5 JointOffset = Vector X = -2 Y = 3 DrawAfterParent = 0 OneHanded = 1 StanceOffset = Vector X = 8 Y = 5 SharpStanceOffset = Vector X = 10 Y = -5 SupportOffset = Vector X = 3 Y = 3 SharpLength = 30 Magazine = Magazine CopyOf = Magazine CrystalCutter ParentOffset = Vector X = -1 Y = -1 Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/Diggers/DiggerSound.wav LoopSetting = -1 // Means loop until stopped EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 2000 ReloadTime = 1800 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 2 SharpShakeRange = 1 NoSupportFactor = 2 ParticleSpreadRange = 4 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 11 Y = 0 EjectionOffset = Vector X = 1 Y = -3 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small I Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 GibWoundLimit = 4 And here the material Code: AddMaterial = Material Index = 47 PresetName = Tiberium Riparius Bounce = 0.1 Friction = 1 StructuralIntegrity = 190 DensityKGPerVolumeL = 5000 Stickiness = 0.1 DensityKGPerPixel = 1.355 // set your mass here GibImpulseLimitPerVolumeL = 15 GibWoundLimitPerVolumeL = 0.1 Priority = 10000000 Color = Color R = 180 G = 80 B = 32 UseOwnColor = 1 It worked for a while and then when I changed the other crystals mat it didn't work
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Thu Jun 24, 2010 10:27 am |
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theevilovenmit
Joined: Sun May 11, 2008 2:00 am Posts: 10 Location: canada bc
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Re: "Bunker Modules"
My apologys, I didn't test my lua and script before sending it. at the end of the particle checking lua script you'll find an: end end I suggest adding another end making: end end end It seems something wasn't properly ended, and it didn't return the results. adding the third end seemed to make things work. You should also include this particle reference, it specifies the gold it should turn into. Code: AddAmmo = MOPixel // this is the "particle gold" referenced in the lua PresetName = Particle Gold // might as well call it Particle Crystal in both the lua and here. Mass = 0.55 // the mass is the value multiplier, doubling the mass will double its value. RestThreshold = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 2 G = 242 B = 66 Atom = Atom Material = Material CopyOf = Gold // original material name PresetName = GoldP // Anything but plain gold will do to make it unique Stickiness = 0.35 TrailColor = Color R = 2 G = 242 B = 66 TrailLength = 3
with a bit of messing about this should fix it. Hope it works, I'm sorry for the inconvenience.
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Thu Jun 24, 2010 12:47 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: "Bunker Modules"
It worked thank you very very very very very much will update soon
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Thu Jun 24, 2010 2:51 pm |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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Re: Crystals
Before posting any updates, you should probably check why only crystal A (the first big one) is diggable. I used the crystal cutter on every crystal and crystals B, C, D and E just reflected the cutter with no damage on the crystals itselves, and causing me to break 2 cutters.
On second thougth, make B, C, D and E into bunker modules, like corridors and stuff. Shiny, indestructable bunkers!
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Thu Jun 24, 2010 6:36 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals
That's funny mine doesn't have that problem mine work fine the bunker modules sound like a great Idea If someone has the same problem with some of the crystals not digable please post
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Thu Jun 24, 2010 8:15 pm |
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PARAN01A
Joined: Wed Apr 07, 2010 12:29 pm Posts: 9
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Re: Crystals
Yup, they seem to be not digable.
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Thu Jun 24, 2010 9:03 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals
Oh Um I will update soon with the bunker modules then we can see if I maybe uploaded the wrong thing all most done with the bunker modules I have to sprite 2 more things do the code test and I''ll upload them
Updated please post if there is still a problem with some crystals not able to be dug away
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Thu Jun 24, 2010 11:44 pm |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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Re: Crystals + Modules
I tested the update, and now all crystals are diggable and give money. Including the bunker modules. I noticed that when digging crystals, the cutter takes a few hits even though only the tip of the beam touches the crystals, leading to the breaking of the tool. I even managed to break 2 cutters by digging some of the crystal away, leaving the background of the crystal in the place where it was, and digging the background. This doesn't happen with the bunker modules, so it is actually better idea to pile a big amount of blocks to a corner of a room and dig them instead of the crystals that were made to be dug. Also, I was able to dig the crystals a little bit with a heavy digger, making the crystals smaller while giving me no money.
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Fri Jun 25, 2010 1:10 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals + Modules
Magzone wrote: Also, I was able to dig the crystals a little bit with a heavy digger, making the crystals smaller while giving me no money. That's because the digger that I made has a piece of Lua attached that theevilovenmit gave me , it turns any particle with a specific mass into gold so thing of the digger as a mobile crystal refinery
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Fri Jun 25, 2010 1:21 pm |
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