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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Supply CratesHow 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!
 
 
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			| Fri Jun 20, 2008 11:01 pm | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Supply CratesBut 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. 
 
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			| Fri Jun 20, 2008 11:04 pm | 
					
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			| MaGmA 
					Joined: Fri Mar 21, 2008 4:09 am
 Posts: 65
   |   Re: Supply CratesI'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation) 
 
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			| Fri Jun 20, 2008 11:40 pm | 
					
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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Supply Cratessmithno13 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!
 
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			| Fri Jun 20, 2008 11:50 pm | 
					
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			| Roy-G-Biv 
					Joined: Mon Feb 12, 2007 12:46 am
 Posts: 1765
 Location: ..............
   |   Re: Supply CratesMaGmA 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.
 
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			| Fri Jun 20, 2008 11:52 pm | 
					
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			| ddgc 
					Joined: Thu Dec 06, 2007 4:01 am
 Posts: 63
 Location: Alt+F4
   |   Re: Supply CratesRoy-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.
 
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			| Fri Jun 20, 2008 11:59 pm | 
					
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			| Roy-G-Biv 
					Joined: Mon Feb 12, 2007 12:46 am
 Posts: 1765
 Location: ..............
   |   Re: Supply Cratesddgc 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 = AHumanCopyOf = [Name of Actor]
 
Just tab it right
 
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			| Sat Jun 21, 2008 12:19 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Supply CratesYes 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.
 
 
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			| Sat Jun 21, 2008 12:56 am | 
					
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			| Brainwashed 
					Joined: Fri May 16, 2008 11:12 pm
 Posts: 471
   |   Re: Supply CratesHasn'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?   
 
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			| Sat Jun 21, 2008 2:28 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Supply CratesI 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?
 
 
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			| Sat Jun 21, 2008 2:56 am | 
					
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			| Brainwashed 
					Joined: Fri May 16, 2008 11:12 pm
 Posts: 471
   |   Re: Supply CratesAn 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!   
 
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			| Sat Jun 21, 2008 2:58 am | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Supply CratesWell 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
 
 
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			| Sat Jun 21, 2008 3:02 am | 
					
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			| Brainwashed 
					Joined: Fri May 16, 2008 11:12 pm
 Posts: 471
   |   Re: Supply CratesThe 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.
 
 
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			| Sat Jun 21, 2008 3:06 am | 
					
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			| smithno13 
					Joined: Sun May 18, 2008 5:47 am
 Posts: 265
   |   Re: Supply CratesI just dont want a scuttle button. that takes the fun out of it. 
 
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			| Sat Jun 21, 2008 3:19 am | 
					
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			| Brainwashed 
					Joined: Fri May 16, 2008 11:12 pm
 Posts: 471
   |   Re: Supply CratesOh 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. 
 
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			| Sat Jun 21, 2008 3:22 am | 
					
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