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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: collapse-able environment
Hey guys, this ain't no Instant Messager, and i hope panda means scripter, not spriter.
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Sat Apr 03, 2010 10:31 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: collapse-able environment
dat wat i mean....
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Sat Apr 03, 2010 10:36 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: collapse-able environment
spriter awaiting orders...
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Sun Apr 04, 2010 2:24 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: collapse-able environment
I still have to think how the fudge am i going to do this.
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Sun Apr 04, 2010 6:02 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: collapse-able environment
dragonxp wrote: I still have to think how the fudge am i going to do this. Would http://forums.datarealms.com/viewtopic.php?f=61&t=16805&hilit=obelisk be something helpful?
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Sun Apr 04, 2010 8:58 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: collapse-able environment
I've seen that, I'm wondering how I'm going to make us able to walk on the destructible pieces.
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Sun Apr 04, 2010 9:05 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: collapse-able environment
Doors.
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Sun Apr 04, 2010 9:15 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: collapse-able environment
Doors have on multiple occasions been shown to be negligibly more stable than the average MOSRotating.
I've sent dragon a possible solution that ought to work well, and be fairly simple to implement.
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Sun Apr 04, 2010 11:13 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: collapse-able environment
Maybe cause they generate terrain on them?
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Sun Apr 04, 2010 11:25 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: collapse-able environment
Eh? You mean they settle? Doors or MOSR's?
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Sun Apr 04, 2010 11:27 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: collapse-able environment
No, doors make terrain when they are closed/open, that's why you can walk on them.
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Sun Apr 04, 2010 11:28 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: collapse-able environment
Wait, what? Really?
I have never heard about this. Experimenting now...
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Sun Apr 04, 2010 11:35 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: collapse-able environment
aside from pet's suggestion, i found that maybe we could have AEmitter trickling out terrain onto to MOSRotating. Also, i thought of making a 1 pixel think super dense material, which gets delted if the MOSRotating is destroyed.
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Sun Apr 04, 2010 11:42 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: collapse-able environment
Dragon, those mopixels would be isscrapped, so they wouldn't work that well. Doors are your best option i think.
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Sun Apr 04, 2010 11:52 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: collapse-able environment
Guys. The OP never asked for anything other than bunkermodules.
Wrap it in bunkermodules and you completely eliminate any problems with IsScrap.
The actual means would probably just be MOSRs that are either nested together or cooperate with lua.
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Mon Apr 05, 2010 2:10 am |
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