Orbit Lands - It's gravitationally delicious!
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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: Orbit Lands - It's gravitationally delicious!
Its x and y would have to be the offsets from the object itself... What those are I'm not sure. I'll check later, but it should be in Orbit.rte/Moon.ini.
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Thu Jan 01, 2009 3:38 am |
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headache
Joined: Tue Dec 30, 2008 11:42 pm Posts: 9
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Re: Orbit Lands - It's gravitationally delicious!
Well the only thing that could be the issue from what I can see is the if statement
if not particle.ID == moon.ID then
The gravitate function works on particles, except when inside of that if statement. Is there any other way to check the particle. Maybe with a continue statement?
if particle.ID == moon.ID then GravitateMovableObject(particle,1500,1500,gravity,0,3000); Continue; end GravitateMovableObject(particle,moon.Pos.X,moon.Pos.Y,10,0,1000);
I'm thinking that might work, as the particle.ID == moon.ID statement seems to work. But no continue statement in LUA?
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Thu Jan 01, 2009 3:48 am |
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headache
Joined: Tue Dec 30, 2008 11:42 pm Posts: 9
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Re: Orbit Lands - It's gravitationally delicious!
Just got the moon gravity to work
if particle.ID == moon.ID then GravitateMovableObject(particle,1500,1500,gravity,0,3000); else GravitateMovableObject(particle,moon.Pos.X,moon.Pos.Y,10,0,1000); end
That makes all particles attracted the moon. Now for some tweaking
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Thu Jan 01, 2009 3:56 am |
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Kilgannon
Joined: Tue Dec 30, 2008 4:31 am Posts: 113
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Re: Orbit Lands - It's gravitationally delicious!
I made a scene for this level, and I thought it was quite good, so I decided to share with you all. I hope TLB won't mind. Attachment: Globe Fortress.PNG It doesn't include units by default, I just wanted to show where things go and such. If you'd rather not overwrite the ini then you can copy paste the code from here into any ini file in Orbit.rte. It's got low gravity and x-wrapping. This is for skirmish, by the way.
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Sat Jan 03, 2009 5:42 pm |
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GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
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Re: Orbit Lands - It's gravitationally delicious!
@Kilgannon: I like the idea (huge bunkers are a hobby of mine ) but the application is a little confusing. The AI has trouble with the slopes and the gap in the platform, plus it would be very hard for it to enter even if it was unguarded (door underneath or barricades). Yet there is no obvious placement for a second brain so it's probably meant to be a single player map right? Still, It's lay out is good, and it saves me a large amount of time building my own bunker if I just want a quick game. Definitely keeping it in the orbit folder Note: I can't say how TLB feels about it, but If someone was to post a variation on one of my scenes, I would like to be PMed, even if I would give an automatic yes. From your post I gather you didn't? (Just something to think about for future reference)
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Sun Jan 04, 2009 11:48 pm |
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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: Orbit Lands - It's gravitationally delicious!
It's okay. I would have been concerned if it was in his own topic, but he posted it within the Orbit topic. Also, if I didn't put into the first post that anybody can use this for their own mod - I meant to, but was too tired/lazy to Thanks for trying to keep everyone happy anyway, GopherLemming
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Mon Jan 05, 2009 5:15 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Orbit Lands - It's gravitationally delicious!
Nice map, Kilgannon, reminds me of Death Star XD
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Mon Jan 05, 2009 12:37 pm |
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Bremze
Joined: Thu Jan 18, 2007 9:33 pm Posts: 15
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Re: Orbit Lands - It's gravitationally delicious!
If it isn't possible to walk around the planet, maybe it is possible to get the map or the camera to rotate and stay aligned with the body you are currently using?
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Sat Jan 10, 2009 8:55 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Orbit Lands - It's gravitationally delicious!
Simple answer: Nope.
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Sat Jan 10, 2009 9:43 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Orbit Lands - It's gravitationally delicious!
Reason I haven't been updating is that I'm working on an actor that would function perfectly fine here. 'course, most of why it's taking so long is 'cause I'm lazy~
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Sun Jan 11, 2009 12:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Orbit Lands - It's gravitationally delicious!
wth are you planning on doing? can ACRockets have walkpaths or something?
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Sun Jan 11, 2009 1:11 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: Orbit Lands - It's gravitationally delicious!
ProjektODIN wrote: Simple answer: Nope. Reason? Because CC uses a relatively simple engine which preforms a crapton of processes. Sadly, there are some basic ones that must be the same, like the alignment of actors in relativity to the gravity. With the current engine and capabilities of Lua, it is impossible to make something that lets one actor align differently then the other- technically. Some loophole might be found, but for now, no, it can't be made.
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Sun Jan 11, 2009 4:03 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Orbit Lands - It's gravitationally delicious!
Geti wrote: wth are you planning on doing? can ACRockets have walkpaths or something? It wouldn't work anyway because it would scuttle.
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Sun Jan 11, 2009 8:27 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Orbit Lands - It's gravitationally delicious!
why would it do that?
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Sun Jan 11, 2009 9:29 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Orbit Lands - It's gravitationally delicious!
If your rocket walks to the bottom of the planet, it is up-side down, which causes every craft in CC to explode after flashing a few times.
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Sun Jan 11, 2009 1:57 pm |
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