| Author | Message | 
        
			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   About attachablesIs it possible to check if an actor has an attachable attached to it? 
 
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			| Sun Apr 17, 2011 10:03 pm | 
					
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			| Xery 
					Joined: Sat Feb 26, 2011 10:29 am
 Posts: 163
   |   Re: About attachablesAsklar 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.
 
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			| Sun Apr 17, 2011 11:03 pm | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: About attachablesI 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?
 
 
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			| Mon Apr 18, 2011 1:38 am | 
					
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			| zoidberg 
					Joined: Fri Feb 25, 2011 3:52 pm
 Posts: 39
   |   Re: About attachablesyes, 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 doif 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
 
 
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			| Mon Apr 18, 2011 6:43 am | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: About attachablesExcuse 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?
 
 
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			| Tue Apr 19, 2011 7:42 pm | 
					
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			| zoidberg 
					Joined: Fri Feb 25, 2011 3:52 pm
 Posts: 39
   |   Re: About attachablesCode: 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?
 
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			| Tue Apr 19, 2011 8:40 pm | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: About attachablesCode: 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?
 
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			| Wed Apr 20, 2011 8:04 pm | 
					
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			| zoidberg 
					Joined: Fri Feb 25, 2011 3:52 pm
 Posts: 39
   |   Re: About attachablesyeah, i think it's right codestill, you'd better test it and post the results (cause i don't want to do it >:3)
 
 
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			| Wed Apr 20, 2011 8:44 pm | 
					
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			| carriontrooper 
					Joined: Mon Apr 13, 2009 12:27 pm
 Posts: 813
 Location: Yogyakarta, Indonesia. A slice o' paradise.
   |   Re: About attachablesSomehow 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.
 
 
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			| Fri Apr 22, 2011 6:49 am | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: About attachablesFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-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!!!!!!!!!!!!
 
 
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			| Fri Apr 22, 2011 6:58 am | 
					
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			| zoidberg 
					Joined: Fri Feb 25, 2011 3:52 pm
 Posts: 39
   |   Re: About attachablesCode: 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 goodcarriontrooper , thanks
 
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			| Fri Apr 22, 2011 12:58 pm | 
					
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