Data Realms Fan Forums http://45.55.195.193/ |
|
Infiltration pod http://45.55.195.193/viewtopic.php?f=73&t=16241 |
Page 1 of 1 |
Author: | Arkanum [ Sun Aug 16, 2009 5:08 am ] |
Post subject: | 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 ) 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 |
Author: | CaveCricket48 [ Sun Aug 16, 2009 5:27 am ] |
Post subject: | 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. |
Author: | Arkanum [ Sun Aug 16, 2009 6:55 pm ] |
Post subject: | 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 http://www.mediafire.com/?xtonxo5hzjh |
Author: | CaveCricket48 [ Sun Aug 16, 2009 9:56 pm ] |
Post subject: | 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 |
Author: | Arkanum [ Sun Aug 16, 2009 10:20 pm ] |
Post subject: | 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 =/ |
Author: | CaveCricket48 [ Sun Aug 16, 2009 10:22 pm ] |
Post subject: | Re: Infiltration pod |
Let's see the Raiju code, since nothing seems wrong with the emitter. |
Author: | Arkanum [ Sun Aug 16, 2009 10:32 pm ] |
Post subject: | 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 |
Author: | Duh102 [ Sun Aug 16, 2009 10:35 pm ] |
Post subject: | 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. |
Author: | Arkanum [ Mon Aug 17, 2009 2:26 am ] |
Post subject: | 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 |
Author: | Duh102 [ Mon Aug 17, 2009 2:46 am ] |
Post subject: | 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. |
Author: | CaveCricket48 [ Mon Aug 17, 2009 3:43 am ] |
Post subject: | 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. |
Author: | Arkanum [ Mon Aug 17, 2009 5:50 am ] |
Post subject: | 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. |
Author: | CaveCricket48 [ Mon Aug 17, 2009 4:04 pm ] |
Post subject: | 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. |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |