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benjabby
Joined: Wed Apr 08, 2009 5:56 pm Posts: 50
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Gibguy
This is not so much a request. more of an Idea
I dont particularly want to see this done but anyone that thinks its good can do so.
Basicly, my idea is pretty simple. A large actor then when killed Gibs normally then a few seconds later, the Gibs "hatch" into smaller versions of the preivious actor. and so on, Etc...
just a thought.
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Tue Apr 13, 2010 11:47 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Gibguy
Fairly easy. The main problem is redefining the walkpaths as you get smaller. You don't even need Lua for it. Though with CC's physics engine actor's won't be able to do stuff properly below a certain size limit.
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Tue Apr 13, 2010 12:05 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Gibguy
Just make it gib a seperate actor... May take some time to make it but it would fix most of the problems with that
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Tue Apr 13, 2010 11:18 pm |
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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: Gibguy
Russian doll effect hmm I think that's a pretty cool idea
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Wed Apr 14, 2010 1:15 am |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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Re: Gibguy
Can someone say LAG???? and theres some type of Flea crab that someone did. What happens is MAJOR LAG.... the crab dies and spawns into more and LAGS the computer...terribly. But cool idea none the less.
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Wed Apr 14, 2010 3:24 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Gibguy
...
Wouldn't lag at all if not recursively gibbed. And it wouldn't gib into two versions of itself that keeps on gibbing into four.
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Wed Apr 14, 2010 4:07 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Gibguy
Read. The gibbing is nowhere near recursive. Recursive gibbing is also quite a bit more complicated in .ini code, but you could do it fairly easily with Lua.
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Wed Apr 14, 2010 5:26 am |
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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: Gibguy
411570N3 wrote: Recursive gibbing is also quite a bit more complicated in .ini code. How so? Make a guy gib the same guy, which gibs the same guy, kinda like pheonix. [At least i think this is possible....]
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Wed Apr 14, 2010 5:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Gibguy
Okay. Try it.
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Wed Apr 14, 2010 5:33 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Gibguy
you have to do obscure copies etc rather than if dead recreate new instance of self. Seriously dragon if you keep posting dumb things and pretending they're right someone is going to have to smack you. Ontopic: didn't zalo just scale all the parts of a dummy and that work out? you could also just make it not create anything if it's scale was below .1, if that's the case. how I'd do this: -spawn (a) new instance/s of self in the script of a gib, set it's mass to self.scale * 0.8 -in the create function, set self.scale to self.mass, and then self.mass to (basemass) * self.scale -then grab all the attachables and scale them appropriately bingo, (hopefully) working. the gibs will have to be small and modest for this though, unless you're happy with your small ones outputting a lot of meat.
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Wed Apr 14, 2010 5:37 am |
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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: Gibguy
I need a better disclaimer.
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Wed Apr 14, 2010 5:41 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Gibguy
Disclaimers work better when you're right most of the time. Otherwise you just sound like that voice at the end of a long advertisement for something useless saying "individual results may vary not tested on humans" or similar. Just try modding more, or even reading through the old topics. In under an hour, you'll have saved yourself from 20 more "oh god why are you wrong always"s.
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Wed Apr 14, 2010 5:44 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Gibguy
If I remember correctly the size of the object was affected, but not the walkpath and offsets. Though they aren't terribly hard to do with a little maths.
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Wed Apr 14, 2010 6:14 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Gibguy
ToAttachable(thing).ParentOffset * self.scale?
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Wed Apr 14, 2010 6:46 am |
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