Whitty's Wonderful Mods *V10* Updated 9/29/2012 - CC 1.0
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
thing.Health = thing.Health - (100/thing.Mass)
Tweak the 100 to your liking.
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Fri Apr 09, 2010 12:17 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
All that division makes it lag.
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Fri Apr 09, 2010 1:30 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
wat. It's one operation, seriously? 100 * thing.Mass^-1?
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Fri Apr 09, 2010 1:33 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Being repeated every 500 ms and also being done many many many times. Because why would someone only shoot one little ball of flame? You gotta get a good sized fire going on the target. What about... Once it has the target, it gets the mass and stores that as a variable. That way it doesn't have to check for mass and do all that extra math, it can just subtract the variable each time instead. Unrelated:
Last edited by whitty on Fri Apr 09, 2010 1:37 am, edited 1 time in total.
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Fri Apr 09, 2010 1:36 am |
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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: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
whitty wrote: Being repeated every 500 ms and also being done many many many times. Division is only laggy on the scale of doing it multiple times per frame.
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Fri Apr 09, 2010 1:37 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Duh102 wrote: whitty wrote: Being repeated every 500 ms and also being done many many many times. Division is only laggy on the scale of doing it multiple times per frame. Right, but each time the timer passes 500 ms, it re-fetches the mass and does all the math again. Keep in mind there aren't just 1 of these at a time, more like 15-50. Read my above post, I edited in an idea.
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Fri Apr 09, 2010 1:38 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
yeah, do self.damagevar = 100/(thing.Mass + 1) then take that from the dudes health. you should have the timer have a bit of randomness in it to get dispersal of the checks through many frames.
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Fri Apr 09, 2010 1:44 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Still lags, not quite as much though. Now what about the timer? Code: self.LifeTimer2:IsPastSimMS(math.Random(400-600))
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Fri Apr 09, 2010 1:58 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
lol. math.random(400,600) perhaps.
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Fri Apr 09, 2010 1:59 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Same thing.
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Fri Apr 09, 2010 2:00 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Phosphorous... Grenades? No explosion, just your flamethrowers code. Once you get your dilemma sorted out of course.
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Fri Apr 09, 2010 1:33 pm |
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Afrojack
Banned
Joined: Thu Apr 15, 2010 3:21 am Posts: 16 Location: Not gonna tell you, you creeper
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
well tested all aspects of you stuff, ive been with this mod since it almost first came out i think, the only thing that needs improvement is the batleship, it takes about 5 sec to find a target thats right beside it and then it shoots, kills the enemy and then decides to completely 12ape the ground, aka it keeps shooting
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Thu Apr 15, 2010 4:26 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Afrojack wrote: well tested all aspects of you stuff, ive been with this mod since it almost first came out i think, the only thing that needs improvement is the batleship, it takes about 5 sec to find a target thats right beside it and then it shoots, kills the enemy and then decides to completely 12ape the ground, aka it keeps shooting That's because of the AI. The AI works by locating an actor, which in actuality is just the body. The head, arms, legs etc. are all just attachments. Give the AI a sniper, and watch it aim at your actor's body.
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Thu Apr 15, 2010 9:30 pm |
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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: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Additionally, sometimes ungibbed actors still count as valid targets.
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Fri Apr 16, 2010 7:40 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
411570N3 wrote: Additionally, sometimes ungibbed actors still count as valid targets. Because the body is the actor and even though it's health is below 0 and is now uncontrollable, it is still a target yes. Also, the OP is long and massive, any ideas on how to re-do it? I'm thinking of doing it how I did Tek. Also also, making a mini-nuke gun, how much kaboom do you all want to see?
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Tue Apr 20, 2010 2:52 am |
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