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 4 legged actors, and how it might work. 
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Post Re: 4 legged actors, and how it might work.
whitty wrote:
guess not. right now im having trouble getting my robot to do a simple CopyOf = Yellow Spark 1 when the Yellow Spark 1 is defined at the top of the page...

is "YellowSpark1" MORotating MOPixel MOSParticle or what?
i'm pretty sure that's MOSParticle, and as said earlyer you cant do an
MORotating CopyOf = MOSParticle
i dont know what it was i did, but i got it to work once...
wait...
that was as a gun,
in the magazine instead of Round = round copyof = round
i did round = actor
copyof = ....
that was convient at the time.
at least i think that's how i did it,
i'm not looking at the code at the moment, hold on a sec....

RegularRound = Round

to change what a gun shoots to a non-round
RegularRound = whatever it is that you want to be
such as
RegularRound = Attachable
copyof = head

or
RegularRound = AHuman
copyof = blueclone

so in any other circumstance what would we have to do?
so could you do,
AddActor = Attachable
Attachable = TDExplosive
copyof = grenade

hey look its Mettle-heady!... i think...
i know now that when you have an XXXXX = XXXXX statement
thats when you can switch things around,

but i've also found something odd,
if an object is HitsMos = 1 and GetsHitMOs = 1 and its being used as a bullet,
and it collides with itself,
it crashes the game,
also, if you use an emiter as a round, it crashes the game on the creation of an instance (IE you tried to shoot) it will still make A) the fireing sound, B) the sound of the instance hitting something if it hits the gun,
and C) the emission sound, if there is one, on a black screen, for the crash.

so it knows how to load the code,
but doesnt know how to attach the emiter to the attatchable, if its not attatched,
i think the way to fix this is to load, particle > emiter > particle as emission > attatchable > actor
this way, it wont crash,
its in the code for mods like that, but i dont think it loads in that order,
or else, why would it cause a crash?

other than an attachable with an emiter, i havent seen anything that crashes as a round for a gun,
i dont know if you can make something as
XXX = XXX
XXX = XXX
copyof = XXXX
XXXXX
XXXXX
XXXXX

i dont know if you can do that,
i think i've seen it in code for something but i dont remember what.

IF you can do it in that manor,
you can use anything as anything
as long as you added the extra line of code,
then defined the differant layers
IE if its an actor, copy of TDExplosive, copyof MOPixel,
you'd have to have the pixel defined,
the TDExplosive defined, as a copy of MOPixel,
and the actor as a copy of TDExplosive,
and in that one,
make all the modifications
so if your baseing it on base.rte,
you'd have to define out, then back in
(last defined gets details, previous definition is defined, previouse is defined, untill the top)

that might sound confusing, but i cant make an example, i'm to busy to have something crash. i can afford to talk, that's about it.


Fri Sep 07, 2007 5:45 am
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Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
Post Re: 4 legged actors, and how it might work.
its an MOpixel copying an MOpixel. and dont say i typed the instancename wrong, b/c i copy/paste those.


Fri Sep 07, 2007 12:49 pm
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Post Re: 4 legged actors, and how it might work.
hey zalo, i cant get it to work.
i entered it into activities.ini,
it loaded correctly,
but it didnt do anything.
i dont know why its not working,
could someone who got it to work, post it as an .rte, with instructions,
because i tried re-entering it as an RTE as a copy of activities, for a new scene,
and it accepted, and STILL did nothing,


Fri Sep 07, 2007 6:41 pm
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Joined: Sat Jun 16, 2007 2:31 am
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Location: Texas
Post Re: 4 legged actors, and how it might work.
can ANYONE solve my problem...


Sat Sep 08, 2007 3:53 am
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Post Re: 4 legged actors, and how it might work.
whitty wrote:
can ANYONE solve my problem...

i dont remember what your problem was.

all i can think to do is well...
did it give you an error on startup?
if so, that error is all you need.
it will either say a specific line of a specific file,
or "unable to find instance", or that it cant find a specified file.

if its a specific line,
the top line is 1... start counting, you'll find the error, and it will be obviouse.

if it can't find an instance, remember any reffered to instance, must be done first,
(IE shrapnell goes before the grenade)

if it cant find a file, copy the name and find where its refered to, and either change the path, or add the file.

other than those 3 things, i dont quite know what to do,
if it crashes in game,
either you set an actor as an emiter to be a particle, you had a HitsMOs = 1, GetsHitMOs = 1, hit another of itself, you had an undefined material, or maybe the game just hates you.

please describe exactly what happens, i dont remember, and dont know how far back it was.


Sat Sep 08, 2007 3:50 pm
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Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Post Re: 4 legged actors, and how it might work.
whitty wrote:
guess not. right now im having trouble getting my robot to do a simple CopyOf = Yellow Spark 1 when the Yellow Spark 1 is defined at the top of the page...


what was the copy of yellow spark 1?

give me that line, and the line before and after it.


Sat Sep 08, 2007 3:52 pm
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Joined: Sat Jun 16, 2007 2:31 am
Posts: 2982
Location: Texas
Post Re: 4 legged actors, and how it might work.
Miles_T3hR4t wrote:
whitty wrote:
guess not. right now im having trouble getting my robot to do a simple CopyOf = Yellow Spark 1 when the Yellow Spark 1 is defined at the top of the page...


what was the copy of yellow spark 1?

give me that line, and the line before and after it.


dont need help anymore, thanks though


Mon Sep 17, 2007 3:48 am
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