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 Dirt Modules [Ramps] 
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Dirt Modules
CrazyMLC in the Obelisk thread wrote:
I just noticed, this kind of thing would be excellent for cave-in traps for digging.

Heh.

I've just been experimenting with a pinned MOSRotating that is the child of a tunnel module.
That all works, but when it gibs, is there an easy way to make it gib into dirt particles?
At the moment i've just got it gibbing into a bunch of MOPixels that are all the same colour.

Which isn't ideal, of course.


Tue Feb 16, 2010 4:49 pm
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Post Re: Dirt Modules
You would need to make the MOSRotating gib into different kind of MOPixels with different colors. These colors would be the actual dirt colors, the same colors you used into your bunker modules.

So in short, no there is no easy way to make it gib into dirt i'm afraid.


Tue Feb 16, 2010 6:06 pm
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Post Re: Dirt Modules
No need; Findude has gifted me with some sparklemagic!

Minor Update!
Image
Coming soon: Wood wounds and a prettier tunnel.
And prettier collapsing effects.
More pretty in general.


I've also got corners BG'ed up, which just leaves tunnel ends and t-junctions left to do.


Tue Feb 16, 2010 6:10 pm
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Post Re: Dirt Modules
I love it. It's just *pow-WHUMP*. Instantaneous, no predicting it. :lol: Maybe I'll download this after all.


Tue Feb 16, 2010 6:28 pm
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Post Re: Dirt Modules
:3
Not in the download yet, but give me a couple hours.
Hopefully I'll have it finished by later today, with the collapse tunnel and the pretty backgrounds.


Tue Feb 16, 2010 6:34 pm
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Post Re: Dirt Modules
this is pretty cool!
Awesome mod :grin:


Tue Feb 16, 2010 8:56 pm
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Post Re: Dirt Modules
Ah where did you come from with your awesome mod? I'm so gonna set c4 in the tunnel.

But please just put the download up, I don't care if some stuff is missing, I just need those collapsing tunnels. You can have many interweb cookies if you do.


Tue Feb 16, 2010 10:45 pm
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Post Re: Dirt Modules
I literally have just the T-junction foreground and mat files left to do.
The collapsing tunnel will not have any sounds or special effects, but the plank is no longer made of metal, and it looks a bit nicer.

Give me half an hour tops to do the T-junctions. :D


Tue Feb 16, 2010 11:01 pm
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Post Re: Dirt Modules
Major Update!

Collapsing tunnels and nice new backgrounds (and nice new foregrounds) all feature!
Image

Effects for tunnel collapse next, and then half size tunnels, probably.
I am assuming that an update justifies a double post, incidentally.


Tue Feb 16, 2010 11:30 pm
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Post Re: Dirt Modules
The splinters seem a bit copious, maybe reduce the number of them?


Tue Feb 16, 2010 11:45 pm
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Post Re: Dirt Modules
um maybe there should be a little animation to the dirt falling down?

I think the corridors should be wider (taller) so there can be room for the dirt to fall down.

Perhaps there should also be bits of rock and whatnot in the stuff that falls? Maybe something a little harder than dirt material such as the darker dirt?


Wed Feb 17, 2010 12:07 am
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Post Re: Dirt Modules
The wounds should "bleed" dirt so it looks like its actually falling apart. Wounds should slowly destroy the MOSRotating too.

Right now its just so sudden... Like one moment the guy is shooting at the ceiling and you're like "wtf hes doing?" then before you know it you're buried alive and pretty much dead or soon dead. Also do actors die when it falls on em?

And if you want a lazy way to bypass the falling animation, you could maybe only make a huge cloud-like gray or brown glow to simulate dust when it falls to hide the instantly falling dirt. But that would be lazy.


Wed Feb 17, 2010 1:21 am
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Post Re: Dirt Modules
Splinter numbers have now been reduced, I had literally changed it from sparks to splinters, so it is less absurd now.

Not really worth making the tunnel any bigger, just more work for not much gain.

I really like the idea of wounds bleeding dirt, gonna put that in now, I think.
When you say wounds should destroy the MOSRotating, how do you mean?
Can you make transparent wounds that overlay the MOSRotating?

At present the guy will not die, no. He'll just be buried in a pile of dirt.
It would be cooler if he just falls over and settles, so that he would be in the dirt.
Going to look into implementing that, I assume there is a simple way to check an area for actors, and then reduce their health to 0?

As for a falling animation, I was planning to use an animated glow, of dust and smoke or something. As you said. :p
Is that less lazy than just a glow?

Still need a wood cracking sound, also, but the internet can probably help me out there.


Wed Feb 17, 2010 1:38 am
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Post Re: Dirt Modules
Code:
function Destroy(self)
  local box = new Box (self.Pos.X - 10, self.Pos.Y - 10, self.Pos.X + 10, self.Pos.Y + 10)//this is probably not right sytax
  for actor in MovableMan.Actors do
    if box.Contains(actor.Pos)
      actor.Health = 0;
    end
end


Wed Feb 17, 2010 1:57 am
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Post Re: Dirt Modules
Thanks to (more!) contributions, from Duh and Gotcha!, I'm perhaps halfway finished with the collapse tunnel. Only need to implement the sound and Lua, and tweak the wounds on the MOSRotating, and job done!

Oh. And the animated glow. Anyone recommend a good animation program? It seems like GraphicsGale or ProMotion is the way to go. I'm leaning toward ProMotion because it has layers.


Wed Feb 17, 2010 2:54 am
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