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 Infiltration pod 
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Joined: Sun Aug 16, 2009 4:44 am
Posts: 8
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Post Infiltration pod
Hey I was wondering if someone could help me with a small thing im trying to make im trying to make something similar to Darkstorm's drop pod and add some sort of digger to it so it can like drop into the scene,dig into the ground go through 1 or 2 concrete layers and release an actor inside a bunker tunnel,I added a AEmitter to the Darkstorm's pod for testing purposes but the emitter doesnt show up at all as an example im using Cavecricket's boarding pod digger and attached it to Darkstorm's (Yeah I know nothing original :P) I just suck at Lua trying to learn but not sure where to begin and id appreciate any help with this first timer project xP


Last edited by Arkanum on Mon Aug 17, 2009 2:26 am, edited 1 time in total.



Sun Aug 16, 2009 5:08 am
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Posts: 13144
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Post Re: Infiltration pod
Make sure this:
Code:
   AddEmitter = AEmitter
      CopyOf = Boarding Pod Digger
      ParentOffset = Vector
         X = 0
         Y = 0

is in the drop pod code. Adjust the X and Y values to change the position of the emitter. If that doesn't work, post your mod here or the modified code.


Sun Aug 16, 2009 5:27 am
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Post Re: Infiltration pod
Heres the link to what I have so far,yeah I know its pretty much a merge of two other mods but thats really the only way I know since im Lua illiterated xD,pretty much a mix of Darkstorm's Raiju and your Boarding pod code :P

http://www.mediafire.com/?xtonxo5hzjh


Sun Aug 16, 2009 6:55 pm
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Posts: 13144
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Post Re: Infiltration pod
You don't need Lua to attach an emitter to an actor. Oh, and you should upload the code directly as an attachment, 'cause:
Media Fire wrote:
The file you requested was removed for violating MediaFire's Terms of Service or Acceptable Use Policy


Sun Aug 16, 2009 9:56 pm
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Post Re: Infiltration pod
Code:
AddEffect = AEmitter
   PresetName = Boarding Pod Digger
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -10
   EntryWound = AEmitter
      CopyOf = Gas Leak
   ExitWound = AEmitter
      CopyOf = Gas Leak
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Very Heavy Digger
         PresetName = Particle Boarding Pod Dig
         HitsMOs = 0
         Sharpness = 99999
      ParticlesPerMinute = 99999
      BurstSize = 100
      Spread = 1.8
      MaxVelocity = 100
      MinVelocity = 100
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstScale = 1
   BurstTriggered = 1
   EmissionDamage = 0
   EmissionAngle = Matrix
      AngleDegrees = 270
   Flash = None
   FlashOnlyOnBurst = 0


I attached this to the end of the "craft" code of the DS Raijin's. No matter what the emitter doesnt show or dig through though =/


Sun Aug 16, 2009 10:20 pm
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Post Re: Infiltration pod
Let's see the Raiju code, since nothing seems wrong with the emitter.


Sun Aug 16, 2009 10:22 pm
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Post Re: Infiltration pod
It has two sets of code. One Lua and the other one which I dont know how to call.

Normal code xP
Code:
AddEffect = MOSRotating
   PresetName = D82Raiju Gib A
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib B
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibB.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib C
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibC.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib D
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibD.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib E
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibE.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib F
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibF.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib G
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibG.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib H
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibH.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib I
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibI.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib J
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibJ.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
      
AddEffect = MOSRotating
   PresetName = D82Raiju Gib K
   Mass = 4
   Sharpness = 1
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82RaijuGibK.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -4
      Y = -4
   AngularVel = 6
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepCheck = 0
   GibImpulseLimit = 0.1
   GibWoundLimit = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Tiny A
      Count = 2
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Dark Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 1

AddEffect = AEmitter
   PresetName = D82Raiju Thruster
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/Graphics/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 8
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 7
      Depth = 4
   DeepCheck = 0
   JointOffset = Vector
      X = 0
      Y = 0
   JointStrength = 1800
   JointStiffness = 1.0
   DrawAfterParent = 1
   EmissionEnabled = 0
   EmissionsIgnoreThis = 1
   EmissionOffset = Vector
      X = 0
      Y = 0
   ParticlesPerMinute = 0
   MinThrottleRange = 1.0
   MaxThrottleRange = 0.3
   BurstSize = 10
   BurstScale = 1
   BurstTriggered = 1
   BurstSpacing = 500
   EmissionDamage = 0
   FlashOnlyOnBurst = 0
   GibImpulseLimit = 0.01
   GibWoundLimit = 22
   
AddActor = Attachable
   PresetName = D82Raiju Door
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/Graphics/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent DarkStorm
   ExitWound = AEmitter
      CopyOf = Dent DarkStorm
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         StructuralIntegrity = 600
      Resolution = 10
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         StructuralIntegrity = 600
      Resolution = 10
      Depth = 2
   DeepCheck = 1
   JointStrength = 1200
   JointStiffness = 1
   BreakWound = AEmitter
      CopyOf = Leaking DarkStorm
   JointOffset = Vector
      X = -16
      Y = -6
   DrawAfterParent = 0
   GibImpulseLimit = 1
   GibWoundLimit = 20

AddActor = ACDropShip
   PresetName = D82 Raiju
   Description = A small and swift drop pod, intended for delivering a single unit or a small amount of equipment in a short amount of time
   AddToGroup = Craft
   Velocity = Vector
      X = 0
      Y = 200
   Mass = 50
   AirResistance = 0.01
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = DarkStorm.rte/D82Raiju/D82Raiju.bmp
   ScriptPath = DarkStorm.rte/D82Raiju/RaijuScript.lua
   FrameCount = 1
   SpriteOffset = Vector
      X = -15.5
      Y = -25.5
   EntryWound = AEmitter
      CopyOf = Dent DarkStorm
   ExitWound = AEmitter
      CopyOf = Dent DarkStorm
   GoldValue = 30
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         Bounce = 0
      Resolution = 10
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
         Bounce = 0
      Resolution = 20
      Depth = 4
   DeepCheck = 1
   BodyHitSound = Sound
      AddSample = ContentFile
         FilePath = DarkStorm.rte/D82Raiju/D82RaijuCrash.wav
   Status = 2
   Health = 100
   StableVelocityThreshold = Vector
      X = 200
      Y = 200
   ImpulseDamageThreshold = 8000
   CharHeight = 90
   LThruster = AEmitter
      CopyOf = D82Raiju Thruster
      ParentOffset = Vector
         X = -10
         Y = -3
   RThruster = AEmitter
      CopyOf = D82Raiju Thruster
      ParentOffset = Vector
         X = 10
         Y = -3
   URThruster = AEmitter
      CopyOf = D82Raiju Thruster
      ParentOffset = Vector
         X = 10
         Y = -10
   ULThruster = AEmitter
      CopyOf = D82Raiju Thruster
      ParentOffset = Vector
         X = -10
         Y = -10
   LHatchDoor = Attachable
      CopyOf = D82Raiju Door
      ParentOffset = Vector
         X = 0
         Y = 0
   RHatchDoor = Attachable
      CopyOf = D82Raiju Door
      ParentOffset = Vector
         X = 0
         Y = 0
   CrashSound = Sound
      CopyOf = Metal Body Blunt Hit
   CanLand = 0
   GibSound = Sound
      AddSample = ContentFile
         FilePath = DarkStorm.rte/D82Raiju/D82RaijuGib.wav
   GibImpulseLimit = 999999
   GibWoundLimit = 20
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib A
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = -4
         Y = -16
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib B
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 0
         Y = -16
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib C
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 4
         Y = -16
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib D
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = -4
         Y = -7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib E
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 0
         Y = -7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib F
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 4
         Y = -7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib G
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = -4
         Y = 7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib H
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 0
         Y = 7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib I
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 4
         Y = 7
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib J
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = -4
         Y = 16
      MinVelocity = 4
      MaxVelocity = 4
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = D82Raiju Gib K
      Count = 1
      Spread = 0.5
      Offset = Vector
         X = 4
         Y = 16
      MinVelocity = 4
      MaxVelocity = 4

AddEffect = AEmitter
   PresetName = Boarding Pod Digger
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -10
   EntryWound = AEmitter
      CopyOf = Gas Leak
   ExitWound = AEmitter
      CopyOf = Gas Leak
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Civilian Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Very Heavy Digger
         PresetName = Particle Boarding Pod Dig
         HitsMOs = 0
         Sharpness = 99999
      ParticlesPerMinute = 99999
      BurstSize = 100
      Spread = 1.8
      MaxVelocity = 100
      MinVelocity = 100
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstScale = 1
   BurstTriggered = 1
   EmissionDamage = 0
   EmissionAngle = Matrix
      AngleDegrees = 270
   Flash = None
   FlashOnlyOnBurst = 0


Lua code
Code:
function Create(self)
   self.oldVel = self.Vel;
   self.velTimer = Timer();
   self.velTime = 4000;
end

function Update(self)
   if self.Vel.X ~= self.oldVel.X or self.Vel.Y ~= self.oldVel.Y then
      self.velTimer = Timer();
   end
   self.oldVel = self.Vel;
      
   if self.velTimer:IsPastSimMS(self.velTime) then
      self:GibThis();
   end
end


Sun Aug 16, 2009 10:32 pm
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Infiltration pod
Please use Pastebin. Otherwise, I may not be able to break the news to your gently before Grif gets here and tears you a new one.


Sun Aug 16, 2009 10:35 pm
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Joined: Sun Aug 16, 2009 4:44 am
Posts: 8
Reply with quote
Post Re: Infiltration pod
Forgive me for my newbiness xD I really appreciate everyones effort to help me. I posted my code on that site but how do I check if I get an answer or something xP Besides seems pretty simple what I want to do (Yeah I know simple yet I can't do it xD) I dont know whats wrong I figured that should work. I just wanted something that drops punches a hole through terrain and the bunker ceiling then deploys the unit inside :3


Mon Aug 17, 2009 2:26 am
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Infiltration pod
Oh, you use pastebin to dump the code, then link it here. It makes it so that people can read your code without having it take up four or five browser windows.

EDIT: for what you described, you don't need Lua, really. Just make the pod pretty heavy (400-500) and it should be able to pierce through a decent amount of terrain.


Mon Aug 17, 2009 2:46 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: Infiltration pod
Put this:
Code:
   AddEmitter = AEmitter
      CopyOf = Boarding Pod Digger
      ParentOffset = Vector
         X = 0
         Y = 0

in the Raiju code, and put the main boarding code before the raiju code.


Mon Aug 17, 2009 3:43 am
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Joined: Sun Aug 16, 2009 4:44 am
Posts: 8
Reply with quote
Post Re: Infiltration pod
I get an error I added the boarding pod digger code to the beginning of the Raiju code then added what you told me after the digger code and I got this
RTE Aborted!
Abortion in file .\system\reader/cpp, line 531 because:
Could not match property in Darkstorm.rte/D82Raiju/craft.ini at line 54
the last fram has been dumped to abortscreen.bmp

line 54 refers to this

Code:
AddEmitter = AEmitter<---- line 54
      CopyOf = Boarding Pod Digger
      ParentOffset = Vector
         X = 0
         Y = -4


By the way thanks for the mass suggestion it works well but the main issue it has that it has a preset digging depth and im looking for something more versatile what I mean is that at like lets say 800 mass it can dig in about 1 bunker module height and thats it but it cant dig less or more.


Mon Aug 17, 2009 5:50 am
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: Infiltration pod
You're suppose to put the emitter CopyOf code IN the raiju CRAFT. Put the CopyOf code at the very bottton of the enire .ini.


Mon Aug 17, 2009 4:04 pm
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