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 Invincible = Lua? 
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Joined: Mon Jun 21, 2010 3:37 pm
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Post Invincible = Lua?
Hello everyone, I just wanted to know if I can make an actor invincible (not just hard to kill, bullets are bouncing and impacts do nothing). Even if it needs lua, could someone explain me how to do?


Sun Aug 08, 2010 11:08 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Invincible = Lua?
It's pretty much impossible to make an actor 100% invincible. Recursive gibbing is one way you can get an actor to "respawn" instantly when it dies, making it difficult to get rid of.


Sun Aug 08, 2010 11:59 pm
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Joined: Mon Jun 21, 2010 3:37 pm
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Post Re: Invincible = Lua?
If we get rid of the impact resistance, is it possible to make it... 99% invincible (without recursive gibbing please)?


Mon Aug 09, 2010 12:16 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Invincible = Lua?
You can do roughly 80% invincible through plain .ini means.


Mon Aug 09, 2010 1:08 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Invincible = Lua?
And this should take care of a good deal more:
Code:
function Update(self)
self.Health = 100 --Incase some lua prevents regen
if not SceneMan:IsWithinBounds(self.Pos, 0) then --Falling off the map
self.Vel = Vector(-self.Vel.X,-self.Vel.Y)
end
if self.Vel.Magnitude > 100 then --Absurd velocities are bad
self.Vel = Vector(0,0)
end
if self:GetController().InputMode ~= 1 or  self:GetController().InputMode ~= 2 then --Prevent paralsys
self:GetController().InputMode = 1
end
self.ToDelete = false
self.Lifetime = 99999
self.Age = 0
self.Status = 0
end

That takes care of several things that inis can't block.

However, Lua can still mess it up(GibThis for an example, but recursive gibbing takes care of that. Outright deleting the actor instead of setting it to delete can't be blocked, IIRC).


Mon Aug 09, 2010 1:13 am
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Joined: Mon Jun 29, 2009 2:40 am
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Post Re: Invincible = Lua?
The actor could spawn a watchman particle which tracks the actor's position, and if the actor is ever removed from the map just replaces it. That ought to solve the plain delete.


Mon Aug 09, 2010 1:56 am
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DRL Developer
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Joined: Wed Dec 13, 2006 5:27 am
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Location: A little south and a lot west of Moscow
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Post Re: Invincible = Lua?
Outright deleting usually causes the game to crash anyway.


Mon Aug 09, 2010 2:09 am
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Joined: Mon Jun 21, 2010 3:37 pm
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Post Re: Invincible = Lua?
Lua code doesn't work. I spawned my uberinvinciblemegarobotthatkicksass in bunker creation phase and it seemed working, then i spawned another one after the game started and it crashed. Also, I would have tried recursive gibbing, but I don't know how to do that.


Mon Aug 09, 2010 5:53 am
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REAL AMERICAN HERO
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Post Re: Invincible = Lua?
Lua code virtually never crashes the game, though.


Mon Aug 09, 2010 6:03 am
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Joined: Mon Jun 21, 2010 3:37 pm
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Post Re: Invincible = Lua?
It could've been anything else...


Mon Aug 09, 2010 6:07 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Invincible = Lua?
I honestly don't see anything that SHOULD be affected by the presence of another.
Phantom:
Forgot that.
I was about to ask about the inventory, but then I remembered that inventory cloning is possible.


Mon Aug 09, 2010 9:25 am
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Joined: Sat Feb 03, 2007 7:11 pm
Posts: 1496
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Post Re: Invincible = Lua?
Also, on older builds it would dissapear when pushed into the terrain far enough.
I don't know if it still does this, but it would be wise to have a terrain check (or recursive gibbing).


Mon Aug 09, 2010 9:41 pm
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