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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
self.Pos.X = SceneMan.SceneWidth + 24?
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Thu Jun 11, 2009 7:45 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
Still crashes if I bring it back after too long(few seconds).
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Thu Jun 11, 2009 8:43 am |
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Batux1995
Joined: Wed Dec 03, 2008 8:54 pm Posts: 41 Location: Andromeda Galaxy,localhost
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
Dude you are the man,but the mod is used to crash SO MUCH in 1.81,hope it is fixed in that version,anyway,CONGRATULATIONS!!!!!!!!!
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Thu Jun 11, 2009 1:20 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
If I remeber right, one of the 1.9 releases had an optimized psy power.
Which means that yes, it will crash less(btw, there are no code error crashes, it's just caused by intense work).
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Thu Jun 11, 2009 6:00 pm |
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frostyllama
Joined: Sat Mar 07, 2009 5:24 am Posts: 2
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
how about bunker modules that install each chip?
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Thu Jun 11, 2009 6:22 pm |
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JJA79
Joined: Mon Dec 22, 2008 11:51 pm Posts: 138 Location: Standing on the edge of a large pit of lava facing away from it.
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
Ideas for powers
Name: Force pull Explanation: Do i need one?
Name: Energy Orb Explanation: A heavy energy looking object that crushes stuff
Name: -Physics effect Explanation: Pushes objects AWAY from the little red dot
Name: Hover Explanation: Hold to float in air (just player)
Oh and when i convert guys they still try to kill my brain they just dont shoot at it.
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Thu Jun 11, 2009 10:41 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
I just got this idea how'd we could make brains use vehicles too.
Not sure how would you pull this off, but what if you would spawn an invisible brain actor anywhere (Or make it be a tiny white/invisible dot that is always pinned to the vehicle's middle and follows it all the time). And upon eject, when the real brain is retrieved, delete the temporary one.
Could this work?
Do note that that invisible brain would only spawn if its a brain actor that will use the vehicle.
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Thu Jun 11, 2009 11:12 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
It will work.
The checks to see if the pilot is a brain still work, and invisible brains still work.
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Thu Jun 11, 2009 11:37 pm |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: *Lua Tech Inc.* V1.96.1 - TimeScale bug fixed!
JJA79 wrote: Name: -Physics effect Explanation: Pushes objects AWAY from the little red dot
Doesn't F already do that? Force push was added before this even became a chip if i remember right. Unless you mean a push that works in all directions? Or like, a push that pushes away everything away in a radius around your body the same way you can freeze everything around you.
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Fri Jun 12, 2009 12:51 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
Now no more failing on brain loading!
I can now carry my brain away in a dreadnought!
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Fri Jun 12, 2009 2:20 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
YESH! Say, the crouching thing for getting in/out of the vehicle can be a bit akward for ahuman based vehicles, so can you make it use pie menu instead? Either as an option in the pie menu or just by activating the pie menu?
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Fri Jun 12, 2009 4:34 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
Just find the part that says Controller.BODY_CROUCH and replace it with Controller. * 0 = PRIMARY_ACTION * 1 = SECONDARY_ACTION * 2 = MOVE_IDLE * 3 = MOVE_RIGHT * 4 = MOVE_LEFT * 5 = MOVE_UP * 6 = MOVE_DOWN * 7 = MOVE_FAST * 8 = BODY_JUMPSTART * 9 = BODY_JUMP * 10 = BODY_CROUCH * 11 = AIM_UP * 12 = AIM_DOWN * 13 = AIM_SHARP * 14 = WEAPON_FIRE * 15 = WEAPON_RELOAD * 16 = PIE_MENU_ACTIVE * 17 = WEAPON_CHANGE_NEXT * 18 = WEAPON_CHANGE_PREV * 19 = WEAPON_PICKUP * 20 = WEAPON_DROP * 21 = ACTOR_NEXT * 22 = ACTOR_PREV * 23 = ACTOR_BRAIN * 24 = ACTOR_NEXT_PREP * 25 = ACTOR_PREV_PREP * 26 = HOLD_RIGHT * 27 = HOLD_LEFT * 28 = HOLD_UP * 29 = HOLD_DOWN * 30 = PRESS_PRIMARY * 31 = PRESS_SECONDARY * 32 = PRESS_RIGHT * 33 = PRESS_LEFT * 34 = PRESS_UP * 35 = PRESS_DOWN * 36 = RELEASE_PRIMARY * 37 = RELEASE_SECONDARY * 38 = PRESS_FACEBUTTON * 39 = SCROLL_UP * 40 = SCROLL_DOWN * 41 = DEBUG_ONE * 42 = CONTROLSTATECOUNT
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Fri Jun 12, 2009 6:25 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
Is it possible to create new options for the piemenu?
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Fri Jun 12, 2009 6:32 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
No.
Anyway, anybody have any ideas?
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Fri Jun 12, 2009 10:37 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: *Lua Tech Inc.* V1.97 - Vehicles can carry brain!
mail2345 wrote: No.
Anyway, anybody have any ideas? Make a specific area of entry for vehicles.
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Fri Jun 12, 2009 10:43 pm |
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