Would it be possible for an actor hit by a mopixel to turn into ashes, basically making its entire form (body and limbs) turn into gray and black pixels? And would it somehow be possible to have the black and gray pixels collapse into a pile?
If this would somehow be easy to script, would someone mind making a lua file for me?
I doubt it'll be possible, but hey, can't hurt to ask.
Last edited by Gotcha! on Wed Sep 07, 2011 5:10 pm, edited 1 time in total.
Sun Sep 04, 2011 5:02 pm
Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
Re: Turning actors to ashes
I don't think this is possible, however you can use a script that transforms athe victim of the MOPixel into a dead skeleton that then gibs into ash.
Here is a script that would do the transformation part: It causes damage on impact and transforms the target into a skeleton once it is killed(only if the target is a AHumak, you wouldn't want a dreadnought to turn into a skeleton)
Code:
function Create(self) self.Glows = math.random(3,6); end
function Update(self) local ray = SceneMan:CastObstacleRay(self.Pos , self.Vel*1.05*TimerMan.DeltaTimeSecs*FrameMan.PPM , Vector() , Vector() , self.ID , 0 , 1); if ray > 0 or self.ToDelete == true and not self.done then for actor in MovableMan.Actors do local dist = SceneMan:ShortestDistance(actor.Pos, self.Pos, true); if dist.Magnitude < 150 then local damage = math.random(7500,12500)/((dist.Magnitude/5)^3); if damage > 100 then damage = 100; elseif damage < 1 then damage = 0; end actor.Health = actor.Health-damage; if actor.ClassName == "AHuman" and actor.Health <= 0 then local lr = CreateAHuman("Skeleton"); lr.Pos = actor.Pos; lr.Vel = actor.Vel; lr.Health = 0; MovableMan:AddMO(lr); actor.ToDelete = true; end end end local i = 0; while i < self.Glows do local lr = CreateMOSParticle("Explosion Smoke 1"); lr.Pos = self.Pos+((self.Vel/125)*ray)+Vector(math.random(-12,12),math.random(-12,12)); lr.Vel = Vector(0,0); MovableMan:AddMO(lr); i=i+1; end self.done = true; self.ToDelete = true; end
end
To make the skeleton gib into ash you'll have to ini it, then modify this script accordingly and attach this one to the new skeleton:
Code:
function Update(self) if self.Age > 500 then self:GibThis(); end end
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
Re: Turning actors to ashes
Someone did make something that detected each pixel of an actor and replaced them with MOPixels, and deleted the actor. You could look into that, but I don't know the mod's name off the top of my head, and it's probably a far more complicated method than what mehman provided.
Sun Sep 04, 2011 11:09 pm
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
Re: Turning actors to ashes
I think that was a thing Kyred made that materialized weapons. It wasn't dynamic, though, if I remember correctly - the weapon's pixel data had to be loaded in beforehand. It wouldn't work for an actor, since their parts can be at different angles. That said, with a lot of raycasting, it may be possible to turn an actor to dust. It would take a bit of work to get it functional without a lot of lag, though.
Sun Sep 04, 2011 11:16 pm
SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
Re: Turning actors to ashes
The microwave weapon in the district 9 pack was the weapon that turned stuff to ash which then collapsed into a pile. I still have it and its still B25 compatible. Although you would have to get permission form the creator.
The creator was Methelina.
Mon Sep 05, 2011 12:33 am
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
Re: Turning actors to ashes
Yeah, I was talking about what snowmonster's talking about.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum