Author |
Message |
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
About attachables
Is it possible to check if an actor has an attachable attached to it?
|
Sun Apr 17, 2011 10:03 pm |
|
|
Xery
Joined: Sat Feb 26, 2011 10:29 am Posts: 163
|
Re: About attachables
Asklar wrote: Is it possible to check if an actor has an attachable attached to it? Search "luaguns", I remeber there's a gun can just/only take arms and legs away from body. If so, the lua shall can check attachables.
|
Sun Apr 17, 2011 11:03 pm |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: About attachables
I think that what I want to do is a bit more complex (I think).
I made some particles that damage actors with lua, and I made an actor that is resistant to that particles. I made a helmet to it, that it's like a gas mask, so someone gave me the idea to make the particles damage the actor if it's helmet was blown off.
Aside from being laggy (it will probably be, considering it's quite laggy right now), is something like this possible?
|
Mon Apr 18, 2011 1:38 am |
|
|
zoidberg
Joined: Fri Feb 25, 2011 3:52 pm Posts: 39
|
Re: About attachables
yes, you can imagine that your particle already has a pointer to the actor, which you want to check for wearing helmet self.actor is a pointer "helmet" - is a word to search for, while cycling through actor attachables you can search for exact preset as snown in commented line it will make the particle to ignore collisions with "self.actor" if it has any att's with "helmet" in presetname Code: for i = 1, MovableMan:GetMOIDCount() - 1 do if MovableMan:GetMOFromID(i).RootID == self.actor.ID and i ~= self.actor.ID then local att = MovableMan:GetMOFromID(i) if string.find(string.lower(att.PresetName), "helmet") then -- if att.PresetName == "helmet" self:SetWhichMOToNotHit(self.actor, -1) end end end
|
Mon Apr 18, 2011 6:43 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: About attachables
Excuse me, but I plainly didn't get the code.
I mean, I read it and I can't get much of it. And a question, would it lag much?
|
Tue Apr 19, 2011 7:42 pm |
|
|
zoidberg
Joined: Fri Feb 25, 2011 3:52 pm Posts: 39
|
Re: About attachables
Code: function Update(self) local actor for actor in MovableMan.Actors do -- cycle through all actors if (actor.Pos-self.Pos).Magnitude < 100 then -- look for the closest one for i = 1, MovableMan:GetMOIDCount() - 1 do -- cycle through all moids if MovableMan:GetMOFromID(i).RootID == actor.ID and i ~= actor.ID then -- find only selected actor's children local att = MovableMan:GetMOFromID(i) -- get the attachable from it's id if string.find(string.lower(att.PresetName), "helmet") then -- find the word "helmet" in attachable's presetname -- if att.PresetName == "helmet" -- or search for exact preset self:SetWhichMOToNotHit(actor, -1) -- apply some code here (currently it forces itself to ignore any collisions with actor) end end end end end end
^ this is gas particle script i don't think it would be laggy you understand me now?
|
Tue Apr 19, 2011 8:40 pm |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: About attachables
Code: function Update(self) local actor for actor in MovableMan.Actors do if (actor.Pos-self.Pos).Magnitude < 100 then for i = 1, MovableMan:GetMOIDCount() - 1 do if MovableMan:GetMOFromID(i).RootID == actor.ID and i ~= actor.ID then local att = MovableMan:GetMOFromID(i) if att.PresetName ~= "Gas Mask" then actor.Health = actor.Health - 1 end end end end end end
Got it. Did some slight modifications, would it work?
|
Wed Apr 20, 2011 8:04 pm |
|
|
zoidberg
Joined: Fri Feb 25, 2011 3:52 pm Posts: 39
|
Re: About attachables
yeah, i think it's right code still, you'd better test it and post the results (cause i don't want to do it >:3)
|
Wed Apr 20, 2011 8:44 pm |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: About attachables
Somehow I get a feeling that script's gonna go and deduct 1 HP for every non-gas mask attachable attached to the actor.
What if you check if the actor has a gas mask or not, then applying damage to the actors not wearing gas mask?
So it'll go like this: -check if there's an actor within 100 pix -check if actor do not have any attachables with 'gas mask' in its name -if actor does not have gas mask then do damage
test your code first. I think it will do wonky stuff.
|
Fri Apr 22, 2011 6:49 am |
|
|
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
Re: About attachables
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- I don't know how or when, my mod got deleted!!! I'll have to check if I have any back-ups on my mail or something. CRAAAAAAAAAAAAAP!!!!!!!!!!!!
|
Fri Apr 22, 2011 6:58 am |
|
|
zoidberg
Joined: Fri Feb 25, 2011 3:52 pm Posts: 39
|
Re: About attachables
Code: function Update(self) local actor for actor in MovableMan.Actors do if (actor.Pos-self.Pos).Magnitude < 100 then local check = false for i = 1, MovableMan:GetMOIDCount() - 1 do if MovableMan:GetMOFromID(i).RootID == actor.ID and i ~= actor.ID then local att = MovableMan:GetMOFromID(i) if att.PresetName == "Gas Mask" then check = true end end end if not check then actor:AddHealth(-1) end end end end
^ that should work good carriontrooper, thanks
|
Fri Apr 22, 2011 12:58 pm |
|
|
|