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Terrain cave-ins http://45.55.195.193/viewtopic.php?f=75&t=19175 |
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Author: | Dylanhutch [ Mon Jul 05, 2010 1:13 am ] |
Post subject: | Terrain cave-ins |
Could you (And if you could how?) make a script that checks if there is less than say... 10 pixels, then it displaces them? So it would be like this: Code: if p = < 10 (-Y) then (P) Meaning pixels. displace p + 10 (-Y) (-Y) meaning Up. Of course this would not be so easy as that. Just an example. So could you do this? It would be awesome! No more 2 pixels floating in mid air! I don't know much about Lua, but this should be possible. Even if you had to spawn an MO to displace it. EDIT Oops. forgot the point. Could someone Please(!) make this? |
Author: | Grif [ Mon Jul 05, 2010 1:20 am ] |
Post subject: | Re: Terrain cave-ins |
there's no way to displace terrain systematically so, yeah, it's basically impossible. in case you need more explanation: even spawning an MO would displace at best I believe 60%; there was a specific ratio visible in one of the really old builds, set to 0.6. anyways, the only "workaround" I can think of would be individually spawning mock terrain pixels out of the same set of colors at the individual positions while spawning single-pixel MOs to erase the specific pixels which would be laggy and pretty terrible. |
Author: | Dylanhutch [ Mon Jul 05, 2010 1:22 am ] |
Post subject: | Re: Terrain cave-ins |
Really small type wrote: I don't know much about Lua, but this should be possible. Even if you had to spawn an MO to displace it. EDIT WOOOOOOOOOOOOOOOOOOOO!! I got an idea. You can change the material of somthing right? Make it so the material turns to grass! HAHA! EDIT lol |
Author: | Grif [ Mon Jul 05, 2010 1:25 am ] |
Post subject: | Re: Terrain cave-ins |
yeah read my edit and stop thinking you're hot ♥♥♥♥ |
Author: | Dylanhutch [ Mon Jul 05, 2010 1:30 am ] |
Post subject: | Re: Terrain cave-ins |
Grif wrote: yeah read my edit and stop thinking you're hot ♥♥♥♥ You would make the MO HitsMOs=1 and GetshitbyMOs=1 then it would hit both MOs and fall. edit And hit the person under it, adding to realizmz. |
Author: | Grif [ Mon Jul 05, 2010 2:20 am ] |
Post subject: | Re: Terrain cave-ins |
no, you CAN'T change the material of something. and I have no ♥♥♥♥ idea what you mean by your last post are you just typing random words? |
Author: | Dylanhutch [ Mon Jul 05, 2010 2:21 am ] |
Post subject: | Re: Terrain cave-ins |
Grif wrote: no, you CAN'T change the material of something. Yes you can, i'm sure. But it seems you can't understand them. Butter. |
Author: | Grif [ Mon Jul 05, 2010 2:55 am ] |
Post subject: | Re: Terrain cave-ins |
No, you can't. If you're going to continually demand that you are right despite evidence to the contrary then this topic has no purpose besides your own faux-intelligent masturbation. So. No. |
Author: | zalo [ Mon Jul 05, 2010 5:50 am ] |
Post subject: | Re: Terrain cave-ins |
You probably could take someone's terrain scanning script (that they did for the minimap) and make a psuedo-working-terrain-dislodger. |
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