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 Coffee sprayer - from Awesome cracks down (V.1.0.1) 
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Joined: Sat May 02, 2009 4:52 am
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Post Coffee sprayer - from Awesome cracks down (V.1.0.1)
This is the coffee sprayer from Awesome cracks down, and it acts as an over-powered concrete sprayer.
-The coffee sprayer:
Image
-The sprayer in action:
Image
-Cortex command version:
Image
-CC ver. in action (Normal version shown, Heavy has longer range and larger particle amount, but at the cost of lag on some computers):
Image
This is based on the top-most picture, and not the bottom one because you can see more detail on that one.
I made this particularly because I was bored, wanted a better concrete sprayer, and would like to thank Azzuki for his sprayer mod template. Can be found under the 'tools' tab.

EDIT: Made heavy version. Drastically increases particle count and range, but may cause lag on some computers. To switch, go to the Index.ini and follow the instructions there. Set to normal by default. No need to re-download, unless you want the heavy version.
COFFEE FOR EVERYONE!!!


Attachments:
File comment: Includes both normal and heavy versions. Choose the one that suits you best.
Coffee Sprayer.rte.rar [285 KiB]
Downloaded 478 times


Last edited by Point.blank on Sun Jun 14, 2009 9:57 pm, edited 2 times in total.

Sun Jun 14, 2009 5:48 pm
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Post Re: Coffee sprayer - from Awesome cracks down
You make my brain sad.


Sun Jun 14, 2009 8:19 pm
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Post Re: Coffee sprayer - from Awesome cracks down
dramatically increase particle count and increase velocity, please. Or I'll have to make a private version for meself :P


Sun Jun 14, 2009 8:35 pm
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Make it speed up a unit if the coffee hits it :smile:


Mon Jun 15, 2009 12:28 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
But it's hot, burning coffee.
Make them squirm at high speeds as they burn to death if they are hit.


Mon Jun 15, 2009 1:03 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Both of those suggestions are great, JJA79 and CrazyMLC, but they also might require Lua, which I don't know. If I made the particles damaging as bullets, they would most definitely kill everything in range, as they would make tons of wounds and break the gibwoundlimit. If someone did it, Then I would happily update the post and include them in the credits.


Mon Jun 15, 2009 1:27 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Code:
function Update(self)
local changeID = 255
changeID = SceneMan:CastMORay(self.Pos,Vector(self.Vel.X, self.Vel.Y),self.ID,-0, true,0)
if changeID ~= 255 then
self.targ = MovableMan:GetMOFromID(changeID)
self.targ:SetAimAngle(math.random(math.pi/-2, math.pi/2));
self.targ:SetControllerMode(Controller.CIM_NETWORK , -1);
self.targ.Health = self.targ.Health - 1
end
end


Causes aim scrambling and disabling along with hp damage.

Good amount of code taken from Darlos's Stun Gun.
This one speeds up units:
Code:
function Update(self)
local changeID = 255
changeID = SceneMan:CastMORay(self.Pos,Vector(self.Vel.X, self.Vel.Y),self.ID,-0, true,0)
if changeID ~= 255 then
self.targ = MovableMan:GetMOFromID(changeID)
self.targ.Vel.X = self.targ.Vel.X * 1.5
self.targ.Vel.Y = self.targ.Vel.Y * 1.5
end
end


Mon Jun 15, 2009 1:33 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
On and off topic at the same time the easter egg of that movie was that the poster next to him when he was looking at the TPS reports said MGA3 (metal gear awsome 3). I downloaded and tested and it needs something more to make it... awsome.


Mon Jun 15, 2009 1:45 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Strange... I put the above snippet of code in a .lua file (took an existing one and replaced the code), and added this line to the round: (ScriptPath = CoffeeSprayer.rte/CoffeeSprayerLua.lua), and what I got was an error message: Could not match property in CoffeeSprayer.rte/CoffeeSprayer.ini at line 4! Is this because it only works with bullets?
EDIT: doesn't make an error, but the script doesn't seem to work... Where do I put it? It doesn't seem to affect the enemy AI at all...
Code:
AddAmmo = Round
   PresetName = Round Coffee Sprayer Light
   ParticleCount = 4
   Particle = MOPixel
      PresetName = Particle Coffee Sprayer Light
      ScriptPath = CoffeeSprayer.rte/CoffeeSprayerLua.lua
      Mass = 0.01
      RestThreshold = 500
      HitsMOs = 1
      GetsHitByMOs = 0
      Color = Color
         R = 138
         G = 67
         B = 32
      Atom = Atom
         Material = Material
            CopyOf = Wet Concrete
         TrailColor = Color
            R = 138
            G = 67
            B = 32
         TrailLength = 3
   Shell = None
   FireVelocity = 20
   ShellVelocity = 0
   Separation = 12


Last edited by Point.blank on Mon Jun 15, 2009 2:25 am, edited 1 time in total.



Mon Jun 15, 2009 1:52 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
That's an ini error.

My code works on any MOPixel.


Mon Jun 15, 2009 2:11 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
All this mod needs is an Actor in a Starbucks Apron that deducts 100 gold from any actor that is killed with coffee, to cover expenses, of course.


Mon Jun 15, 2009 2:29 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
I just realized it's a bad idea to have lua running on so many MOPixels, never mind.


Mon Jun 15, 2009 2:53 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Maybe have a few MOPixels that have Lua capability, and the rest be regular coffee? (1 out of 20 have Lua embedded)


Mon Jun 15, 2009 2:55 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Make the tracers have the lua?
Sounds good.


Mon Jun 15, 2009 3:20 am
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Post Re: Coffee sprayer - from Awesome cracks down (V.1.0.1)
Ahh, I see my error, apparently the particles don't move fast enough for a cast MO ray to work.
Change this:

Code:
function Update(self)
local changeID = 255
changeID = SceneMan:CastMORay(self.Pos,Vector(self.Vel.X, self.Vel.Y),self.ID,-0, true,0)
if changeID ~= 255 then
self.targ = MovableMan:GetMOFromID(changeID)

To:
Code:
    local curdist = 10;
    for actor in MovableMan.Actors do
   local avgx = actor.Pos.X - self.Pos.X;
   local avgy = actor.Pos.Y - self.Pos.Y;
   local dist = math.sqrt(avgx ^ 2 + avgy ^ 2);
   if dist < curdist then
       curdist = dist;
       self.targ = actor;
   end
    end
if self.targ ~= nil then


Mon Jun 15, 2009 3:40 am
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