Author |
Message |
jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
|
Re: Remotely Detonated Ray Gun
nnninja wrote: Z and X would be better. Hardly. If a person is using WSAD+mouse and the other is using a gamepad that will NOT work. Course if the other is using a gamepad, there's really not much you CAN do.. Also, what's the deal with all of these Lua-based mods using terrible RTE names? Gun.rte luaguns.rte LuaFirearms.rte LuaModules.rte Module.rte Can people please make their RTEs unique so there's little chance of overlap? Please?
|
Tue Jun 02, 2009 12:07 am |
|
|
Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
|
Re: Remotely Detonated Ray Gun
Gun.rte is just where I dump my mini-mods. Must've forgot to change the .rte name.
|
Tue Jun 02, 2009 12:15 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: Remotely Detonated Ray Gun
Thunder Toes wrote: I think he was just using those keys as example That. You win the cake!
|
Tue Jun 02, 2009 1:16 am |
|
|
jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
|
Re: Remotely Detonated Ray Gun
Thunder Toes wrote: Gun.rte is just where I dump my mini-mods. Must've forgot to change the .rte name. That's not a good thing.. Far easier to change the filepaths one time and not worry about anything being dependent on another module that you have that others don't (in this case Gun.rte) so that the mod works for you but not for others.. Similar things happen when you create things in one RTE and call them in another. People get errors you don't that you can't figure out because you have mods that they don't.
|
Tue Jun 02, 2009 3:19 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Remotely Detonated Ray Gun
Except that there's no dependency errors between .rtes;
CopyOf = Coalition.rte/Gatling Gun for example.
New code, jaybud, gotta keep up with the times.
|
Tue Jun 02, 2009 3:15 pm |
|
|
jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
|
Re: Remotely Detonated Ray Gun
Grif wrote: Except that there's no dependency errors between .rtes;
CopyOf = Coalition.rte/Gatling Gun for example.
New code, jaybud, gotta keep up with the times. So, wait, creating a gun in one RTE, creating a unit in that RTE and having him carry that gun by default will still work, of course. But what you're saying is, that the following no longer occurs: It will still work for you if you move that unit to another RTE, but not for others. But I'm not seeing it: All of my RTEs that are codependent still work just fine, so it's certainly not that it now errors out if they're not completely self-contained... And CopyOf = InstanceName (not Mod.rte/InstanceName or whatever) still works just fine between those above RTEs. Seriously, what?
Last edited by jaybud4 on Wed Jun 03, 2009 1:25 am, edited 1 time in total.
|
Wed Jun 03, 2009 1:16 am |
|
|
audiopulse
Joined: Wed May 27, 2009 8:33 pm Posts: 68
|
Re: Remotely Detonated Ray Gun
nnninja wrote: Z and X would be better. mmh, please, no. I am from Germany and our Keyboardlayout is different. That means, our Y would be where your Z is, and our Z is located where youd find the Y. So - basically, for any Player from Germany it would be like pressing Y - which is right next to X and not reachable for Player 2. Hard to explain my point. Hope you got it anyways.
|
Wed Jun 03, 2009 1:25 am |
|
|
jaybud4
Joined: Tue Oct 24, 2006 10:07 pm Posts: 511 Location: ☼The Infinite World☼
|
Re: Remotely Detonated Ray Gun
audiopulse wrote: nnninja wrote: Z and X would be better. mmh, please, no. I am from Germany and our Keyboardlayout is different. That means, our Y would be where your Z is, and our Z is located where youd find the Y. So - basically, for any Player from Germany it would be like pressing Y - which is right next to X and not reachable for Player 2. Hard to explain my point. Hope you got it anyways. Z and X = ABSOLUTELY not. QWERTY = Z and X are right next to each other. http://www.dayiwasborn.net/clientimages ... qwerty.jpgAZERTY = Z is two row above X. Terrible. http://www.keytronic.com/home/products/ ... 1-1_FR.gif
|
Wed Jun 03, 2009 1:29 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Remotely Detonated Ray Gun
How about it's just like, the fire key held down for two seconds or something?
|
Wed Jun 03, 2009 2:29 am |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
Re: Remotely Detonated Ray Gun
Or use (UInputMan:KeyReleased()) This will detonate it when key "x" is released instead of pressed.
|
Wed Jun 03, 2009 2:34 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Remotely Detonated Ray Gun
YES WE GET IT YOU FOUND THE KEY RELEASE FUNCTION THE PROBLEM AT THE CURRENT MOMENT IS THAT DIFFERENT PEOPLE HAVE DIFFERENT KEYBOARD SETUPS HENCE THE SUGGESTION TO AVOID USING STATIC KEYBINDINGS ENTIRELY.
|
Wed Jun 03, 2009 3:49 am |
|
|
Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
|
Re: Remotely Detonated Ray Gun
Grif wrote: YES WE GET IT YOU FOUND THE KEY RELEASE FUNCTION THE PROBLEM AT THE CURRENT MOMENT IS THAT DIFFERENT PEOPLE HAVE DIFFERENT KEYBOARD SETUPS HENCE THE SUGGESTION TO AVOID USING STATIC KEYBINDINGS ENTIRELY. Goodness. Suggesting one thing. No need to freak.
|
Wed Jun 03, 2009 4:40 am |
|
|
|