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 Mole Machine 
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Joined: Thu Nov 15, 2007 5:49 pm
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Post Mole Machine
I was just using the old AMRobotics Mole Machine (which is B24 compatible) and I was hoping that someone might be able to help update it a little in terms of being a bit more similar to zalo's Diggerator 9001 "craft". The way the Diggerator 9001 moves fluidly through the environment is appealing, but the ability to deliver actors/weapons as well as the aesthetics of the Mole Machine were also pleasing.

If anything, I'd just like some tips on how to stop the Mole Machine from scuttling when it's upside-down or delivering cargo.

Image


Tue Jan 11, 2011 9:31 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Mole Machine
Scuttling is hardcoded and notoriously difficult to prevent.


Tue Jan 11, 2011 10:02 am
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Post Re: Mole Machine
Couldn't it be turned 90 degrees and when upside down, just flipped to the right side again?


Tue Jan 11, 2011 10:46 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Mole Machine
Maybe you could just turn the machine into a normal actor, and then use Lua to make it act like a craft.


Tue Jan 11, 2011 2:25 pm
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Post Re: Mole Machine
On second thought, how on earth would you do that? I know that actors can store other actors in their inventory, but how would you make them 'enter' said carrier actor?
Making them exit is kinda easy though.


Tue Jan 11, 2011 3:49 pm
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Post Re: Mole Machine
Azukki did it for his L4D mod or summat like that.


Tue Jan 11, 2011 3:53 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Mole Machine
You fake it. Lock the actor's position off the map, and store a pointer to it.


Tue Jan 11, 2011 11:20 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Mole Machine
Lizard wrote:
Azukki did it for his L4D mod or summat like that.

Nah, that was adding something that didn't previously exist to an actors inventory, either through .lua or .ini.

As mail said, faking it would probably be best.


Wed Jan 12, 2011 4:57 am
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Post Re: Mole Machine
Seeing as this starts out as a craft, wouldn't we just be able to transfer actors with the Inventory functions(seeing as they transfer ownership)?
If they don't transfer ownership, then it would still be okay to grab the preset name and inventory of loaded actors(seeing as there would be no changes in health, wounds or anything).


Wed Jan 12, 2011 5:29 am
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