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 Supply Crates (B22, loadable actor) 12/2/08 
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Data Realms Elite
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Post Re: Supply Crates
How about the crate is a pinned rocket, with it's doors are always open.

So it can be loaded with anything and won't sink into the ground!


Fri Jun 20, 2008 11:01 pm
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Post Re: Supply Crates
But if it is pinned, it will be at the top of the screen. And I already tried it with pinned MOSRotatings, it just looks wierd when deployed.


Fri Jun 20, 2008 11:04 pm
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Post Re: Supply Crates
I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation)


Fri Jun 20, 2008 11:40 pm
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Data Realms Elite
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Post Re: Supply Crates
smithno13 wrote:
But if it is pinned, it will be at the top of the screen. And I already tried it with pinned MOSRotatings, it just looks wierd when deployed.

The BYOB version is a pinned rocket, with it's doors are always open.

So it can be loaded with anything and won't sink into the ground!


Fri Jun 20, 2008 11:50 pm
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Post Re: Supply Crates
MaGmA wrote:
I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation)

You wouldn't be able to control gibbed actors.


Fri Jun 20, 2008 11:52 pm
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Post Re: Supply Crates
Roy-G-Biv wrote:
MaGmA wrote:
I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation)

You wouldn't be able to control gibbed actors.

Using the ABomb method works.


Fri Jun 20, 2008 11:59 pm
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Post Re: Supply Crates
ddgc wrote:
Roy-G-Biv wrote:
MaGmA wrote:
I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation)

You wouldn't be able to control gibbed actors.

Using the ABomb method works.

Abomb rounds don't gib controllable actors.
It shoots a Dropship, and the Dropship is pre-coded with Actors.
With these two lines.

Code:
                AddInventory = AHuman
                            CopyOf = [Name of Actor]


Just tab it right


Sat Jun 21, 2008 12:19 am
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REAL AMERICAN HERO
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Post Re: Supply Crates
Yes it does gib controllable actors.

That's the entire POINT of it.

Just because it's not an AddGib doesn't mean it's not a gib. It IS a gib, it's just defined by the game's code, rather than mine.


Sat Jun 21, 2008 12:56 am
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Post Re: Supply Crates
Hasn't a thing of the kind already been done? That one was a craft, that could be self-destructed (scuttled). You could load anything you wanted in it and it fell right onto the scene. You could also put actors inside.

(http://www.datarealms.com/forum/viewtopic.php?f=61&t=10245&p=193156&hilit=crate#p193156)

Anyway, it doesn't seem to work for me. The crate doesn't show up anywhere. I tried the ActorCrate, and it looks quite weird. It can wield a weapon (stationnary crate-soldiers, maybe?), turn around back and forth, aim, etc. It has no "self-destruct" function, and shooting it often damages its contents. Also, what are those empty things that come out of it when it is destroyed? :???:


Sat Jun 21, 2008 2:28 am
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Post Re: Supply Crates
I did a 5-minute mod to show the concept. It has some serious issues... Optimally, the arms would be removed to prevent it from taking stuff out of its inventory, but I tried a hacky way to fill up the hands with invisible placeholder riot shield clones. It didn't work. I can try removing the arms altogether... Y'know, I just had this idea to use an ACrab instead of an AHuman. That would fix the weapons problem. The flipping thing is due to the sprite offset being incorrectly done, now that you've called my attention to it I can fix it when I have some time.

Self-destruct: I guess I could give it an attached TDExplosive set to 1 min... Is that what you want it to do, drop onto the scene then spew its contents once down?


Sat Jun 21, 2008 2:56 am
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Post Re: Supply Crates
An ACrab would be fine, I guess. But it wouldn't have a "scuttle" button. That's what it would need, just like that other mod had. But then, that might be unoriginal. How about it opens when an actor of the same team gets near it? Make it a Door! :grin:


Sat Jun 21, 2008 2:58 am
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Post Re: Supply Crates
Well the point isnt to have it dropped, you preplace it in the scene editor.

@ the door concept - Its not any fancy hightech crate... Its a plain old wooden box that you need to destroy


Sat Jun 21, 2008 3:02 am
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Post Re: Supply Crates
The scene editor? You mean before a skirmish?

//

Yeah, I know that. I was simply suggesting a concept that I thought would be interesting. And would work.


Sat Jun 21, 2008 3:06 am
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Post Re: Supply Crates
I just dont want a scuttle button. that takes the fun out of it.


Sat Jun 21, 2008 3:19 am
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Post Re: Supply Crates
Oh ok. But did you mean the scene editor right before the skirmish starts, or...? 'Cause I can't get it to show up in that editor.


Sat Jun 21, 2008 3:22 am
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