Data Realms Fan Forums http://45.55.195.193/ |
|
active round limiting / dud rounds http://45.55.195.193/viewtopic.php?f=73&t=19608 |
Page 1 of 1 |
Author: | salt_1219 [ Wed Aug 25, 2010 8:32 pm ] | ||
Post subject: | active round limiting / dud rounds | ||
I made a gun (using some of CaveCricket48's needler with permission) that fires bullets that stick and can be remotely detonated by pressing (F). what I would like to do is two things, make it switch stuck rounds that are too close to the gun with duds (I've made a custom one in the ini) and, only allow around 80 rounds to be stuck and undetonated at a time (plays empty click) to reduce lag from having way too many stuck at once. Would adding a ray to check the distance of the round create a lot of lag? Any help you guys can offer is much appreciated.
|
Author: | Lizardheim [ Wed Aug 25, 2010 9:31 pm ] |
Post subject: | Re: active round limiting / dud rounds |
Has refferences to needler.rte. |
Author: | salt_1219 [ Wed Aug 25, 2010 9:34 pm ] |
Post subject: | Re: active round limiting / dud rounds |
Oops sorry I'll fix that after work. Thanks lizard |
Author: | Awesomeness [ Sun Sep 05, 2010 10:46 pm ] |
Post subject: | Re: active round limiting / dud rounds |
You could create an obstacle ray just fine. Just make it skip like 5 pixels each time. |
Author: | Grif [ Mon Sep 06, 2010 1:16 am ] |
Post subject: | Re: active round limiting / dud rounds |
you don't need a ray to check proximity just use sceneman:shortestdistance once every 2-3 seconds on each bullet then have each bullet add itself to the same table you're using to explode them, and have a global manager particle that checks the count of the list, and replace + update the list |
Author: | salt_1219 [ Fri Sep 10, 2010 4:17 am ] |
Post subject: | Re: active round limiting / dud rounds |
Grif do you have a mock up of what that code might look like? I haven't reached the chapter on tables yet. CaveCricket48 helped me out a whole bunch with the script, but if i can get these two things to work it will greatly reduce potenial lag and unintended self suicides. *edit* sorry i haven't posted a new version of this yet, i'm at work but will likely add it sunday. |
Author: | CaveCricket48 [ Fri Sep 10, 2010 4:53 am ] |
Post subject: | Re: active round limiting / dud rounds |
I have a tutorial here that has a quick guide on tables. |
Author: | salt_1219 [ Fri Sep 10, 2010 5:08 am ] |
Post subject: | Re: active round limiting / dud rounds |
thank you CC48 |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |