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 4 legged actors, and how it might work. 
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Joined: Mon Jun 04, 2007 5:55 am
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Post 4 legged actors, and how it might work.
I figured out how to make an actor with more than 2 legs, but it requires just a bit of codeing.
i havent tested it, and its 1:40 AM so i wont be doing it today.
if anyone's awake at this hour and feels up to testing it, here's what i figured might work, but first, how i came to this conclusion.

first of all, let me say that COPYOF =
is one of the most usefull codes i've seen.
i made an MORotating, out of a copy of an actor. i dont remember what i did exactly, its still on my PC and i'm on my laptop, when its fixed, i'll post the skullgun and skull bombs, but anyway.

because you can substitute one object for another if you know how, you could substitute a leg, for another actor part. it would still function as THAT part instead, such as if you replaced the legs with dropship thruster's you'd end up with an actor, with thrusters, that could fly, but would inevitably crash into itself.

then i thought, "actors are made of several, smaller, actors... so that means..."

create a left leg and a right leg, as normal.
create a 9x9 bmp with 1 pixel in the middle
use that as an MORotateing even if its only 1 pixel,
use it as the torso for the actor,
attatch the legs to this pixel, and edit all the variables as needed for this next part.

duplicate the above.
attatch the 'torso' with 2 legs, each, as a single leg, to the actual actor, with a differantly shaped body, to accomidate 4 legs, like say, a centaur.

change the rotations on the body legs, but leave the rotations on the leg legs as is
(so you have 2 legs on a single pixel, walking like its a body, but that pixel, is used as a leg, that has been limited to never move, so that when it walks, the 4 legs move, as if it was 2 differant, 2 legged actors, moving at the same speed.)

you would then have a 4 legged actor, which could potentialy have better balance, and faster speeds possible, but it would be potentialy of balance for flying with a jetpack, and would be incapeable of moving to some places other actors can get to, such as UP STAIRS, or steep enough of ramps.

i'm gonna be doing this tommorow, but figured, i'd let someone test it, before i try to make a serious mod out of the idea. if you decide to try it, PM me, and continue PMing me progress on what does and doesnt work, i'll check my PM's when i get up, but i probly wont remember this thread.

since i had something of a en epiphany i figured i'd share.

and to sum this up,
a leg is an actor, an arm is an actor, a head is an actor,
but for the game
an actor is composed of, legs, arms, and heads, which are all actors.
so actors can replace other actors,
which means you could technichly make a HUGE skeliton, by attatching a finished skeliton, instead of each leg.
sorry for my poor spelling, its now 1:50 AM, i'm going to bed.

g'night, and PM me if y'all do anything with this.


Tue Sep 04, 2007 6:50 am
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Post Re: 4 legged actors, and how it might work.
That actually sounds like it might work...


Tue Sep 04, 2007 10:09 am
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Post Re: 4 legged actors, and how it might work.
Lol.

I just imagined a 10 foot tall clone with 3 clones for a leg.



Anyway. This idea, if it works, would revolutionize CC modding. We could have all kinds of actors.

But, I'm not skilled enough in modding to try.


Tue Sep 04, 2007 11:13 am
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Post Re: 4 legged actors, and how it might work.
CLONE TRAIN!!!!!!!!!!!!!!!!!!!!!!!!!


Tue Sep 04, 2007 11:15 am
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Post Re: 4 legged actors, and how it might work.
ROFL!

I just thought, if someone used this right, they could make tanks.

......

ZOMG!


Tue Sep 04, 2007 11:19 am
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Post Re: 4 legged actors, and how it might work.
But can you really attach legs to MOSRotating??
And then attach that as a leg to actor...
AARGH!!! too confusing!


Tue Sep 04, 2007 12:28 pm
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Post Re: 4 legged actors, and how it might work.
Hm...

I wonder.... Maybe, we could add legs to a bomb, and let it walk off like the explosive bug things in Zelda: TP?


Tue Sep 04, 2007 12:47 pm
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Post Re: 4 legged actors, and how it might work.
hmm...millipede man?! I hope this works.


Tue Sep 04, 2007 12:56 pm
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Post Re: 4 legged actors, and how it might work.
No i was thinking about this while at work. Make a "leg actor" which would be an invisible head body and 2 legs that are visible. Then when you define the "quad leg actor" you merely place instead of a FG leg or BG leg actor you would put instance name = leg actor. That would attach the entire actor where the legs would normally go. I have the whole code visualized and i could probably attach a template file with it done bare bones but i can't test it here. If someone wants the bare bones template with it setup how i described post here. Also if it does work WHEELED VIEHICLES ARE FREAKING POSSIBLE. Would merely replace the leg actor with an autorotating dropship with max joint strength.


Tue Sep 04, 2007 8:47 pm
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Post Re: 4 legged actors, and how it might work.
What about that anase actor made by that awsome modder, I forget his name but i knew he use images of 3 legs moving, and then cleverly coded it to work


Tue Sep 04, 2007 9:01 pm
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Post Re: 4 legged actors, and how it might work.
MrEvilPoni wrote:
But can you really attach legs to MOSRotating??
And then attach that as a leg to actor...
AARGH!!! too confusing!

no you cant attatch actors to MOSRotating,
but what i had done before
was made part of an actor, just the head (skeliton, exact copy)
and made an MOSRotating, out of a COPY OF, the actor,
simmilar to how you could make a clone-gun
i made a duplicate flack canon that shot skulls, rapid fire, and fast.
you could use it as a parachute, and since skulls arent sharp OR heavy, they dont realy kill well, nor do they hurt the map, but if you get a headshot, the speed alone works.
i filled a map with bones that way.

and yes, i think that actors as actors will work
because when you define a leg the leg is defined as "AddActor = Actor"
and to make an actor, its "AddActor = Actor"
is it not (or was it addactor = anactor?)
which means, yes, you should be able to use anything as anything else, if you make it a copy of something that isnt.

i'm actualy planing on, if someone makes a successful "theoretical use" actor, or something,
i would make one myself, as 2 parts
a centaur, with a lance.
the lance would count as a shield, that is a copy of "an actor"
as a copy of the left or right dropship thruster,
so its an immiter, with or without a keypress, its always on, so just make them all identical, as having the tip of the lance, with high weight and low sharpness, for the particles, which have no velocity, and a lifetime of 1 so its always creating them and destroying instantly.
and then make the device, copy of an actor, purchasable as a gun or shield, and then have this fast moving centaur, with high armor, just runing at things
as i found out, if you take all the speeds of an actor, and multiply them all by the same number
(rotation speeds, and such) it moves X times faster,
so multiply them all by 9 and get an actor that moves, and walks, succesfuly, 9 times as fast.
also in the thought of a centaur, make the thing the legs attatch to, slow, short moving legs,
to make them swing forward and back, to make it gallop.

i'm watching babylon 5 now, so i'll be kinda busy.


Wed Sep 05, 2007 12:16 am
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Post Re: 4 legged actors, and how it might work.
get a screenie


Wed Sep 05, 2007 12:37 am
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Post Re: 4 legged actors, and how it might work.
whitty wrote:
get a screenie

my skull gun mod is on my PC which the heatsync fell off of, if i had it on my laptop i'd make a screenie.
its the same idea as a clone-gun which there's like 80 of.


Wed Sep 05, 2007 12:42 am
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Post Re: 4 legged actors, and how it might work.
I made a clone train.

This is prolly the best yer gonna get.

Image

They all walk at the same time.

It is a clone holding a clone etc.

Just fix the holding paths, and walla, all the feet touch the ground and you have a centipede actor.


Wed Sep 05, 2007 1:10 am
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Post Re: 4 legged actors, and how it might work.
EPIC!!!!!!! MAKE A CENTIPEDE


Wed Sep 05, 2007 2:27 am
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