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 Gibguy 
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Post 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.


Tue Apr 13, 2010 11:47 am
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Post 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.


Tue Apr 13, 2010 12:05 pm
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Post 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


Tue Apr 13, 2010 11:18 pm
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Post Re: Gibguy
Russian doll effect hmm I think that's a pretty cool idea


Wed Apr 14, 2010 1:15 am
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Post 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.


Wed Apr 14, 2010 3:24 am
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Post 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.


Wed Apr 14, 2010 4:07 am
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Post 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.


Wed Apr 14, 2010 5:26 am
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Post 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....]


Wed Apr 14, 2010 5:27 am
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Post Re: Gibguy
Okay. Try it.


Wed Apr 14, 2010 5:33 am
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Post 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.


Wed Apr 14, 2010 5:37 am
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Post Re: Gibguy
I need a better disclaimer. :oops:


Wed Apr 14, 2010 5:41 am
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Post 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.


Wed Apr 14, 2010 5:44 am
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Post 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.


Wed Apr 14, 2010 6:14 am
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Post Re: Gibguy
ToAttachable(thing).ParentOffset * self.scale?


Wed Apr 14, 2010 6:46 am
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