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Mounted Turrets that require Actors http://45.55.195.193/viewtopic.php?f=75&t=17127 |
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Author: | ramonimbao [ Sat Nov 14, 2009 4:47 am ] |
Post subject: | Mounted Turrets that require Actors |
So how about some turrets that are bunker modules that NEED to be controlled by an actor? I mean, sure, we're all in the future and stuff, and we don't need such thing (or do we?) but I'd like to see something like that. Any takers? |
Author: | Samohan25 [ Sat Nov 14, 2009 9:25 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
Code: function Update(self) if self:GetController().InputMode ~= 1 then self:GetController().InputMode = 3 end end Attach to an actor, it won't do anything unless controlled. Darkstorm has mid-game deployable bunker module style turrets. Other than that it's simply disabling the AI |
Author: | ramonimbao [ Sat Nov 14, 2009 9:54 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
Well, what I meant is like the hoverboard... You know, it has to have an actor to get it to run. So... Wait.... It's kinda stupid if you think about it... I mean, you're a brain that can mind control people AND robots. And there's a gun that you have to control through a person... Why not just control it directly, right? Haha. Even still, I want a gun that you have to control with an actor. Thanks for trying though |
Author: | Samohan25 [ Sat Nov 14, 2009 10:50 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
Oh, so you mean a turret that you control through an actor? In that case then the lua mod would suit you. There's a veichle control one so look at that to see how that was made. EDIT: I think that was the spelling mistake, control was spelt controll |
Author: | ramonimbao [ Sat Nov 14, 2009 11:47 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
So now I actually need to know how to make a bunker module turret. Haha. |
Author: | Samohan25 [ Sat Nov 14, 2009 5:19 pm ] |
Post subject: | Re: Mounted Turrets that require Actors |
Just make a bunker module and add a pinned actor to it (a crab with a turret) and place it, Darkstorm is a prime example of this. |
Author: | Grif [ Sat Nov 14, 2009 11:59 pm ] |
Post subject: | Re: Mounted Turrets that require Actors |
Samohan you can't even speak english stop trying to offer modding help, please. OP, this is a pretty common request, I'm not sure if anyone has really done it *well*, but between TLB, Zalo, Cavecricket, various others and myself, something'll probably get done eventually. |
Author: | Rawtoast [ Tue Nov 17, 2009 4:49 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
I'm not going to claim to know anything more about scripting than Somohan, but isn't amrobotics' "Steam Howitzer A-2" from amrobotics a pretty good display of what this guy's looking for? I mean, minus the legs of course. |
Author: | 411570N3 [ Tue Nov 17, 2009 5:18 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
Also minus the crashing and random rampages. |
Author: | Samohan25 [ Wed Nov 18, 2009 6:22 pm ] |
Post subject: | Re: Mounted Turrets that require Actors |
Hang on, sorry to deviate but where did I go wrong with my english? Just so I know next time. |
Author: | TorrentHKU [ Wed Nov 18, 2009 6:47 pm ] |
Post subject: | Re: Mounted Turrets that require Actors |
411570N3 wrote: Also minus the crashing and random rampages. I was gonna say this, but I didn't know about the rampages. |
Author: | CaveCricket48 [ Sat Nov 21, 2009 5:21 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
Request completed. http://www.datarealms.com/forum/viewtopic.php?f=61&t=17051 |
Author: | wiffles [ Sat Nov 21, 2009 5:26 am ] |
Post subject: | Re: Mounted Turrets that require Actors |
You are a demi-god cavecricket congratulations |
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