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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Interesting and Useful Coding stuff - Tell us yours!
Adding funds to a team using lua: Code: ActivityMan:GetActivity():SetTeamFunds([amount of money],[put team number here (0 for red, 1 for green])
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Fri Dec 12, 2008 2:14 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Interesting and Useful Coding stuff - Tell us yours!
Geti wrote: have you any idea how much lag that creates? You can reduce lag by having the explosive hop around by increasing MaxVelocity. Also, if you use emitters, you can use something like StartTimeMS = 500, so a new one is spawned every 0.5 seconds. Also setting LifeTime to 500 is a good idea, unless you want a growing amount of emitters on your map.
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Fri Dec 12, 2008 2:59 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Interesting and Useful Coding stuff - Tell us yours!
Come on guys, don't let this die.
Explosives are infinetly LESS laggy if you make them literally implode: particles spawn from the maximum blast radius and come inwards, but I'm not sure how you code that.
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Mon Dec 29, 2008 2:12 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Interesting and Useful Coding stuff - Tell us yours!
I think you can use doors to get terrain to settle without touching the ground. Someone wanted to make a pencil that draws terrain but couldn't get terrain to settle in the air. Does any body know who that was?
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Tue Dec 30, 2008 4:46 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Interesting and Useful Coding stuff - Tell us yours!
Recursive gibbing is a far underused classic.
Define object A with normal properties.
Define object B with normal properties, and have it gib object A.
Redefine object A but gibbing object B.
All credit to p3lb0x.
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Tue Dec 30, 2008 5:46 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Interesting and Useful Coding stuff - Tell us yours!
Grif wrote: Recursive gibbing is a far underused classic.
Define object A with normal properties.
Define object B with normal properties, and have it gib object A.
Redefine object A but gibbing object B.
All credit to p3lb0x. And what's it do?
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Tue Dec 30, 2008 7:14 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Interesting and Useful Coding stuff - Tell us yours!
It causes things to gib into it self forever until CC crashes or it disapears. And using the "ABomb" controllable actor technique(actor loaded craft), you can get Phoenix Robots/Clones/Troops/Whatever.
I think it also works with other spawners like emitters.
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Tue Dec 30, 2008 7:23 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Interesting and Useful Coding stuff - Tell us yours!
That's probably why so few people use it.
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Tue Dec 30, 2008 7:43 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Interesting and Useful Coding stuff - Tell us yours!
Except it doesn't have to be an automatic recursion.
You can have something that gibs into itself when you TELL it to.
That's the real secret, and as much as I'm gonna give away.
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Tue Dec 30, 2008 8:34 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Interesting and Useful Coding stuff - Tell us yours!
whoa, you mean with a custom weapon? maybe not, but it would work. in any case: viewtopic.php?f=61&p=249087#p249087
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Fri Jan 02, 2009 1:31 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: Interesting and Useful Coding stuff - Tell us yours!
Grif wrote: You can have something that gibs into itself when you TELL it to. I think I can see where this is going...
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Fri Jan 02, 2009 11:41 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Interesting and Useful Coding stuff - Tell us yours!
EntryWound = Null ExitWound = Null BreakWound = Null
This doesn't mean it won't emit anything when it wounds.
It means it is UNWOUNDABLE. Regardless of what material it is made out of.
An actor with this + high GIL is nigh on invincible.
An actor with this + no defined GIL is yeah, pretty much invincible.
Fun fact: The word Null can be replaced with anything for the same effect.
EntryWound = DOESN'T HAVE ANY will work equally well.
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Mon Jan 05, 2009 4:15 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Interesting and Useful Coding stuff - Tell us yours!
Grif wrote: Fun fact: The word Null can be replaced with anything for the same effect. Code: EntryWound = Can't touch this ExitWound = Na, na na na BreakWound = Can't touch this Code: EntryWound = I ExitWound = am BreakWound = IRONMAN On a more productive note, I've heard of (and will soon try) using gibimpulselimit and min/maxvelocity to give something a probability of gibbing into something else. This could be used to make something that emits things randomly or fire rounds randomly (tracers are pretty regular).
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Mon Jan 05, 2009 4:41 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Interesting and Useful Coding stuff - Tell us yours!
Oh yes, that's the trick i used to make my Lightning Gun's shots branch out randomly. At every frame, the bolt shot out an emitter with a rather low gib impulse limit (0.01), and this emitter shot out a particle with a mass of 0.001 at velocities between 1 and 11. If the velocity was above 10, the emitter would gib, and send out a secondary bolt. If it was below 10, it would just disappear due to the low lifetime of the emitter. For some reason, CC calculates impulse as mass * velocity. I guess it's easier to work with than the correct formula though. This trick could be adapted for many situations... Also, code for reference: Code: AddEffect = MOPixel PresetName = Invisible Pixel Mass = 0.001 LifeTime = 10 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 150 G = 255 B = 255 TrailLength = 0
AddEffect = AEmitter PresetName = Branch Base Mass = 0.01 LifeTime = 100 // Low lifetime makes it disappear quickly, and not lag up the game, if it doesn't gib. GlobalAccScalar = 0 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = LightningGun.rte/HitArea.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Invisible Pixel Spread = 0 MaxVelocity = 11 // Max velocity gives an impulse higher than the limit, causing it to gib. MinVelocity = 1 // Min velocity below the limit makes sure that it doesn't gib every time. EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 0 BurstScale = 1 BurstSize = 1 BurstTriggered = 1 GibImpulseLimit = 0.01 // Low gib impulse limit, yo. You might want to delete the comments if you copy directly, though they won't interfere with the code.
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Mon Jan 05, 2009 5:33 pm |
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deathbal101
Joined: Sat Dec 13, 2008 11:56 pm Posts: 206
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Re: Interesting and Useful Coding stuff - Tell us yours!
something ive found very important...
CORTEX COMMAND IS CASE SENSITIVE
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Mon Jan 05, 2009 8:33 pm |
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