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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Dirt Modules
does the tunnel collapsing collapse when a enemy unit walks under it?
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Wed Feb 17, 2010 3:13 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Dirt Modules
you can't directly animate glows, you'd have to use a series of sequentially spawned glows (requiring lua) or just animate a particle
also, you could use some fairly simple lua to remove the terrain above the section that drops out, which would probably look somewhat better
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Wed Feb 17, 2010 4:41 am |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Dirt Modules
You could try using the medium, and large smoke particles mixed with some dirt emitters, and see how it looks. If anything else it might at least give you a better idea what you want.
BTW love your dirt modules, they look awesome.
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Wed Feb 17, 2010 4:56 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Dirt Modules
Grif wrote: you'd have to use a series of sequentially spawned glows (requiring lua) Might I direct you to my creation, the simple animated glow? http://forums.datarealms.com/viewtopic.php?f=73&t=17465Pretty simple to use, and I'm willing to help anyone trying to implement it.
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Wed Feb 17, 2010 5:06 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Dirt Modules
no need to direct me to it, but I'm sure the op will appreciate it
there's really no reason not to use an mosrotating for this application, though.
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Wed Feb 17, 2010 5:59 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Dirt Modules
Oh, I did not mean to only address you specifically, though that is indeed what it looks like I mean. Damn english contextual ambivalencies.
But yeah, given an actual reading of what he's doing, glow animation seems over-kill. Some dirt-clumps ought to be sufficient for making that pile look more natural.
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Wed Feb 17, 2010 6:31 am |
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mrsico
Joined: Mon Jan 11, 2010 2:13 am Posts: 13
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Re: Dirt Modules
Maybe you could use this code. Code: --Update(self) if self.owner:GetController():IsState(Controller.WEAPON_FIRE) then if self.timer:IsPastSimMS(50) then --check to see if there is ground in front of you local theta = ToActor(self.owner):GetAimAngle(true); local dir = Vector(math.cos(theta),-1*math.sin(theta)); local endPos = Vector(0,0); local preEnd = Vector(0,0); --print(theta);
if SceneMan:CastObstacleRay(self.gun.Pos+dir*15,dir*50,endPos,preEnd,0,0,0) > 0 then self.Pos = preEnd; self.RotAngle = ToActor(self.owner):GetAimAngle(true); local perpen = dir.Perpendicular; local part = nil; for i = -15, 15, 1 do part = CreateMOPixel("LDiggerParticle"); part.Pos = self.Pos + (perpen * i); part.Vel = dir; MovableMan:AddMO(part); end end self.timer:Reset(); end else self:GibThis(); end
It was made by Kyred on this forum. viewtopic.php?f=1&t=15462 It was on the second page. Gahh, that wont work! Maybe it can emits really sharp particles above itself.
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Wed Feb 17, 2010 7:38 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Dirt Modules
Hax, at the moment, it collapses only when you break the plank, which I quite like as it means you can block off specific tunnels and such. I think it is a lot cooler for the player to be able to rig it up with their own explosives, rather than a script which you can't change. Grif, I'm probably not going to remove any terrain above the tunnel so that it can be used below other modules without messing them up. That said, it would be pretty cool to have the ground below you collapse... hmm. I was planning to use an animated glow because that way it will be drawn above everything, but if there is a way to draw MOSRotatings above terrain and actors then fire away.
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Wed Feb 17, 2010 10:51 am |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Dirt Modules
You could have foreground images by raping some glows together and making permanent glowing particles, I guess.
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Mon Feb 22, 2010 9:55 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Dirt Modules
i don't know if this would work, but you could make some uber sharp brown concrete emitters at the top and they would rape people who got stuck in the dirt as well as producing it, therefore killing things that got stuck in the dirt as opposed to making them do the accidental dig down dance...
hm... now that i think about it, that wouldn't work because it would terrain rape the bottom. mabie make the bottom out of invinciterial? but that would get akward to dig into...
dunno, but the mod rocks!
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Tue Feb 23, 2010 1:02 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Dirt Modules
Here's a solution, but I'm not sure if it could work: Once the ceiling beam breaks, it gibs into beam gibs, and an emitter. That emitter emits a few others, which in turn emit large amounts of heavy, quick-set brown dirt with similar properties to wet concrete, but that it settles instantly when it comes into contact with the ground. The emitters would also emit some Lua'd particles that kill anything in contact, thus killing any actors crushed without damaging the floor. Maybe some neat dust clouds and collapsing sounds would be nice too. Also, the dirt-crete would have the consistency of dirt as well, so that digging through the cave-in is possible.
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Tue Feb 23, 2010 2:52 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Dirt Modules
actually, i think it would be easier just to drop beams from the ceiling, then use an invisible digger (not hard) to rape everything and have those particles spawn dirt basically the same thing, just more practically stated
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Tue Feb 23, 2010 6:33 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Dirt Modules
dude, just scan all the terrain above you, make it into HitsMOs 1 mass 0 sharpness mopixels, and then drop them on the actor after removing the terrain. liquified terrain, probably a spike of about 40^2-70^2 particles though. so possibly only actively create half or less of the mopixels that will hit the actors, and let the other terrain pixels from it all being deepchecked away do the work.
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Tue Feb 23, 2010 7:41 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Dirt Modules
I've got to say, I'm quite partial to the current method, if only because it is already fully functional. That said, if anyone wants to donate some code for an alternate method, then I'll certainly give it a try. What I really could use is some help with the effects for the tunnel collapse. I can't figure out a simplistic way of making it look good. I haven't got loads of time at the moment, but when I get a free moment, what should I be working on?
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Tue Feb 23, 2010 8:28 am |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dirt Modules
Make it an animated collapse, so it wont just "appear".
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Sat May 15, 2010 6:48 pm |
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