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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
Can we get a release date perchance?

Okay, listen. Whether or not I can do my new features is based on whether or not I can mod with Lua. Right now, not only is Lua not available for general modding outside of scenes, but it also doesn't even have the functionality required to create the features I want to create. So, once can deduce that I have to wait until general Lua modding is possible, and also until Lua has the features I need to get things done. Hopefully, both of these things will occur in a single build. If not, we'll have to hope that there's enough new features to get SOMEthing done.


Wed Feb 25, 2009 2:09 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
The Oni seems simple enough to me. If it gets within proximity of another unit that weighs less then itself, it will pick it up as a TDExplosive. The hard part would be determining how far it can throw it. It would probably be a matter of subtracting the victim's weight from a set number. Of course, allies could only be manually picked up.


Wed Feb 25, 2009 2:44 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
Bladecat4 wrote:
Can we get a release date perchance?

Okay, listen. Whether or not I can do my new features is based on whether or not I can mod with Lua. Right now, not only is Lua not available for general modding outside of scenes, but it also doesn't even have the functionality required to create the features I want to create. So, once can deduce that I have to wait until general Lua modding is possible, and also until Lua has the features I need to get things done. Hopefully, both of these things will occur in a single build. If not, we'll have to hope that there's enough new features to get SOMEthing done.


So all this discussion is meaningless unless Data adds full Lua to the game pretty soon.


Wed Feb 25, 2009 3:06 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
He also needs to tweak the walkpaths. The kitsune would be 66% possible without lua(cloak) if it weren't for the inability of actors to adjust to rough terrain. Speaking of the cloak, I think it could work by making the user GetsHitByMOs = 0, but deactivates when a particle going a certain speed enters a lua zone around the actor.


Wed Feb 25, 2009 3:11 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
no comment about the above post, but why the hell would it be a TDExplosive? i assume you'll be able to make your own code for throwing with proper Lua, and keeping the actor as an actor is much more realistic than anything else. and likely simpler than somehow combining sprites in code.
also, release dates are almost always dynamic in the case of anything CC-related.


Wed Feb 25, 2009 5:34 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
CandleJack wrote:
The Oni seems simple enough to me. If it gets within proximity of another unit that weighs less then itself, it will pick it up as a TDExplosive.

CandleJack wrote:
He also needs to tweak the walkpaths. The kitsune would be 66% possible without lua(cloak) if it weren't for the inability of actors to adjust to rough terrain. Speaking of the cloak, I think it could work by making the user GetsHitByMOs = 0, but deactivates when a particle going a certain speed enters a lua zone around the actor.

CandleJack, SHUT UP. You clearly don't have a single clue as to what you're talking about. Actors can't pick up other actors at this time, period, with or without Lua. And the Kitsune is 0% possible. Not only can I not create the fluid running, jumping, and climbing that I want for the unit, cloaking is also impossible. Even if I could get actor invisibility to work correctly, it wouldn't mean much if the CPU can see the unit anyway. And there's no such thing as Lua zones that follow actors.

When I said the functionality required to do the things I want to do aren't there, I FRIGGIN MEANT IT. So stop talking like you know better. Honest to god, if you actually tried to go and create half of your retarded ideas yourself, then maybe you'd know all this already. But you seem content to try to pawn all of your ideas off on me, which hardly ever works. I really really wish you'd quit it, because it's just an enormous waste of space.

Exalion wrote:
So all this discussion is meaningless unless Data adds full Lua to the game pretty soon.

Well, from what I understand we'll be seeing that sort of thing with the next build. I could be misinformed, though. Any single expansion of features should let me do SOMEthing though, even if I can't do everything that I plan to do right away.


Wed Feb 25, 2009 4:23 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
There really is no need to get aggressive.


Wed Feb 25, 2009 6:20 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
There really is no need to get aggressive.

There's an entire history of CandleJack babbling incoherently about his ideas and modding "tips" in this thread. This thread is almost 100 pages long, and he's been here the whole time. I've told him to stop with it in the past and he still persists. You can imagine that at this point I'm fed up with it. So yes, there IS a need to get aggressive. If I somehow had mod powers over my own thread, I'd ban the guy if he persisted even after this point. Since I can't do that, I can only hope that he'll maybe get the message when I flatly tell him to stop posting if he can't say anything useful.

Now, I'm done talking about this from this point forward. Anything further that CandleJack posts that bothers me will be ignored entirely (not everything though, assuming he actually posts something intelligent and useful. I'm not petty). I also won't respond to posts regarding the issue. So if anybody feels like getting in the last word on something in a thread, now is your chance. If anybody actually wants responses, PM me.


Wed Feb 25, 2009 7:43 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Okay, so basically, you're just going to leave us with the knowledge that you are now completely ignoring this thread, to do what exactly (besides get on with this 'life' outside COrtex Command that everyone except me seems to have)?


Wed Feb 25, 2009 9:22 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
very nice faction. best animation actually. i realy like to play with them.

i found a bug: i you change a body (Q or E button) to a droppod of yours at the very moment it about to deliver a cargo the game crashes


Wed Feb 25, 2009 10:19 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
Okay, so basically, you're just going to leave us with the knowledge that you are now completely ignoring this thread, to do what exactly (besides get on with this 'life' outside COrtex Command that everyone except me seems to have)?


He said he would ignore anything on the topic of CandleJack's suggestion posts, he didn't say anywhere that he would ignore anything else.


Wed Feb 25, 2009 11:36 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
Actors can't pick up other actors at this time, period, with or without Lua.

Actually the left4dead mod seems to have some Lua to get that done... dunno how though.


Wed Feb 25, 2009 11:59 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
It just adds an actor to another actor's inventory on creation. Nothing useful.


Thu Feb 26, 2009 12:09 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Solace wrote:
Darlos9D wrote:
Actors can't pick up other actors at this time, period, with or without Lua.

Actually the left4dead mod seems to have some Lua to get that done... dunno how though.

No, no, no.
It's not in the mod. It's in the console, I just so happened to use the mod's actors, and it spawns an entirely new actor to hold, it doesn't pick up an already existent actor. Maybe it could put an existent actor into another actor's inventory, but I don't know to do that, or if you can.

Azukki wrote:
to try out held actors, first make Soldier Light not hit mos. Then put this in the console.
Code:
A = ActivityMan:GetActivity():GetControlledActor(0); guy = CreateAHuman("Soldier Light"); guy.Team = 0; guy.Mass = 10; gun = CreateHDFirearm("Sniper Rifle"); gun.Mass = 1; guy:AddInventoryItem(gun); A:AddInventoryItem(guy);
The AI will rarely fire, due to fear of friendly fire, but it helps to have a long-barreled gun. Omg aimbot hax.


Thu Feb 26, 2009 12:42 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
yeah but as we cant use lua on actors now that is completely useless, and the actor cannot "pick up" another actor by itself (using the console to force something into its inventory doesn't constitue an action on the actor's part)
kiberkiller wrote:
i found a bug: i you change a body (Q or E button) to a droppod of yours at the very moment it about to deliver a cargo the game crashes
that only happens in the mac version (as i have access to both at cirtain times), no idea why though. in windows we just get our view following the drop pod, with no control (obviously, no thrusters), but cirtainly no crash.


Thu Feb 26, 2009 1:38 am
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