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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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 Re: Hammer R2 - 2010-03-18
Geti wrote: Dont make them actors, just do the nosettle fixes on them like on the actor. Sadly that did not work for me. But if you add an actor with AddParticle instead of AddActor the player won't be able to tell the difference. Edit: I'm having no luck with this, the last two joints keep settling if smacked in to the terrain too hard. Anyone got any ideas about what could be wrong? The joints in the chain are now actors, and I'm doing the following on them each frame: Code: self.Obj[i].Health = 1000 self.Obj[i].ToSettle = false self.Obj[i]:NotResting() self.Obj[i]:EraseFromTerrain() The joint is defined like this: Code: AddEffect = Actor PresetName = Joint Mass = 50 HitsMOs = 0 GetsHitByMOs = 0 RestThreshold = -200000 ImpulseDamageThreshold = 100000 ScriptPath = Hammer.rte/ActorBreak.lua SpriteFile = ContentFile FilePath = Hammer.rte/LinkGib.bmp FrameCount = 1 SpriteOffset = Vector X = -5 Y = -5 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Hammer Stuff Resolution = 8 Depth = 1 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Hammer Stuff Resolution = 3 Depth = 1 DeepCheck = 1 Health = 1000
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Sun Mar 21, 2010 10:58 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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 Re: Hammer R2 - 2010-03-18
Change "AddEffect = Actor" to "AddActor = Actor" and see if that works.
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Sun Mar 21, 2010 4:46 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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 Re: Hammer R2 - 2010-03-18
That might be beneficial.
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Sun Mar 21, 2010 4:52 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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 Re: Hammer R2 - 2010-03-18
It did not help, but it did not hurt either.
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Sun Mar 21, 2010 5:03 pm |
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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: Hammer R2 - 2010-03-18
# MovableObject:MoveOutOfTerrain
HMMMMMMMMMMMMMMMMMMM I wonder.
But good progress!
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Sun Mar 21, 2010 10:50 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Hammer R2 - 2010-03-18
Moveoutofterrain is really not what you want.
At all.
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Sun Mar 21, 2010 10:58 pm |
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roflcopterz
Joined: Sat Mar 20, 2010 4:51 pm Posts: 30
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 Re: Hammer R2 - 2010-03-18
so much fun to whack off heads 
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Mon Mar 22, 2010 2:40 am |
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Eviltebor
Joined: Sun May 31, 2009 6:49 pm Posts: 69
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 Re: Hammer R2 - 2010-03-18
People on my own team try to shoot the hammer part of the dropship. Maybe you should give that actor the team of the dropship.
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Mon Mar 22, 2010 8:37 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Hammer R2 - 2010-03-18
A few of pics of the aftermath of your mission map   I thought this one was kinda cute (Below)  Too much fun btw
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Mon Mar 22, 2010 11:55 am |
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Sushichef0
Joined: Sat Jan 02, 2010 6:52 pm Posts: 5
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 Re: Hammer R2 - 2010-03-18
Ok. I love this mod and I love your ships. Only complaint I have is that the chain of the chain/ball ship is way too weak. I can hit my enemies with it like once and then it breaks off..  I've tried to fix this problem myself but with no good results. Oh yeah this new version waas released on my birthday 
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Mon Mar 22, 2010 1:35 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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 Re: Hammer R2 - 2010-03-18
Eviltebor wrote: People on my own team try to shoot the hammer part of the dropship. Maybe you should give that actor the team of the dropship. Completely forgot about doing that for the hammer and the mace. Thanks for telling me. Coops9753 wrote: A few of pics of the aftermath of your mission map That is a lot of gibs! How many points? Sushichef0 wrote: Only complaint I have is that the chain of the chain/ball ship is way too weak. I can hit my enemies with it like once and then it breaks off.. :-( I've tried to fix this problem myself but with no good results. I have not been able to fix it completely, but the next version might be a little bit better.
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Mon Mar 22, 2010 1:44 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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 Re: Hammer R2 - 2010-03-18
I CAN FLYYYYY!  Really, is it a bug or a feature? All these 3 ships can fly one-engined, and also I have seen them stabilizing after 1-2 flips  If dropships prices are to be increased I'd love to see this bug/feature in vanilla.
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Mon Mar 22, 2010 4:32 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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 Re: Hammer R2 - 2010-03-18
Great fun! Except in the campaign when a ship spawns inside of yours.
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Mon Mar 22, 2010 5:57 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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 Re: Hammer R2 - 2010-03-18
Abdul Alhazred wrote: Coops9753 wrote: A few of pics of the aftermath of your mission map That is a lot of gibs! How many points? I had somewhat 2800, and the enemy had around 2400
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Mon Mar 22, 2010 11:01 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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 Re: Hammer R2 - 2010-03-18
deskup wrote: Really, is it a bug or a feature? All these 3 ships can fly one-engined, and also I have seen them stabilizing after 1-2 flips :shock: If dropships prices are to be increased I'd love to see this bug/feature in vanilla. It is a side-effect of my laziness. I used Lua to add forces every frame the movement keys are pressed (makes the craft much more nimble), but the code does not check if the engines are still attached. This stops working as soon as you lose the hammer though.
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Tue Mar 23, 2010 8:31 am |
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