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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Quick Console Commands
Is there a more complicated non-console command version that does something similar to stopping time?
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Sat Dec 27, 2008 7:00 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Quick Console Commands
Not really. If there's a variable for changing the delta time, then maybe.
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Sat Dec 27, 2008 7:42 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Quick Console Commands
I thought maybe you could do something with dampening, but that wouldn't slow down their aiming. Is there a way to dismantle them then pin their parts?
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Sat Dec 27, 2008 8:21 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Quick Console Commands
Not yet, nope. Anything that is attached to, carried by, held by, or otherwise belonging to an actor isn't included in the MovableMan arrays. As far as I know, it's not possible to get them yet.
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Sun Dec 28, 2008 3:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Quick Console Commands
id use realtosimcap rather than deltatime. as when you turned the delta back up everyone will be recalculated to where they would be in the time that had passed. and the AI would be ♥♥♥♥ confused.
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Sun Dec 28, 2008 6:18 am |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Quick Console Commands
There is technically a "Detach" function for attachables, but I'm pretty sure it only works with actual attachables(so not for head/arm), and I haven't tried using it so I have no idea if it works or not.
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Sun Dec 28, 2008 7:09 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Quick Console Commands
Lord Tim wrote: There is technically a "Detach" function for attachables, but I'm pretty sure it only works with actual attachables(so not for head/arm), and I haven't tried using it so I have no idea if it works or not. Darn, that would be awesome... Go walking along, enter the code, your head falls off... Instant Headless Swordsman! Only...he's dead...
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Sun Dec 28, 2008 5:52 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Quick Console Commands
Lord Tim wrote: There is technically a "Detach" function for attachables, but I'm pretty sure it only works with actual attachables(so not for head/arm), and I haven't tried using it so I have no idea if it works or not. Doors. Detach Doors. it also would maul something i've been making.
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Wed Jan 07, 2009 1:46 pm |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Quick Console Commands
Can you stop time for everything exept for your selected actor?
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Wed Jan 07, 2009 3:41 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Quick Console Commands
We could if Data exposed the update functions. Data, if you're reading this, expose the update functions.
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Wed Jan 07, 2009 4:07 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Quick Console Commands
deathbal101 wrote: Can you stop time for everything exept for your selected actor? You could just pin everything but your actor. Code: for victim in MovableMan.Actors do if not (victim.Team == ActivityMan:GetActivity():GetControlledActor(0).Team ) then victim.PinStrength = 9999999 end end for item in MovableMan.Items do item.PinStrength = 9999999 end for particle in MovableMan.Particles do particle.PinStrength = 9999999 end
But it is a hacky solution, as somehow they can still shoot at you. EDIT: Forgot that you can't do boolean comparisons on actors. Also remembered that if the enemy tries too hard to resist, they gib. And only works on current objects.
Last edited by mail2345 on Wed Jan 07, 2009 9:25 pm, edited 5 times in total.
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Wed Jan 07, 2009 8:08 pm |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Quick Console Commands
AWESOME!!!
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Wed Jan 07, 2009 8:37 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Quick Console Commands
If you change everything in there to zero, won't it also make things that are supposed to be pinned fall down?
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Thu Jan 08, 2009 12:57 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Quick Console Commands
Yes, in effect "unfreezeing" them.
EDIT: Unfreezeing will also cause enemy brains to fall.
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Thu Jan 08, 2009 3:48 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Quick Console Commands
Code: ActivityMan:GetActivity():ReportDeath(team number,count); Change the number of deaths on a team. The count can be negative. Also... Code: id = 0; while (id < MovableMan:GetMOIDCount()) do print(id .. ":"); print(MovableMan:GetMOFromID(id)); id = id + 1; end ConsoleMan:SaveAllText("MO List.txt"); Prints a list of all the MOs, and their ID above them. This includes held items, attached pieces such as legs and arms and even MOs that are no longer there. Now, what exactly you can DO with this... I'm not sure. Changing an MO's Pos or Vel results in nothing, or crashing.
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Wed Jan 14, 2009 3:17 am |
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