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 *Lua Tech Inc.* V2.31- Spike pistol fix! 
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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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Post Re: *Lua Tech Inc.* V2.10 - Almost true stealth.
This is my favorite mod it used to be craft gun but this can stop the speeding craft :D .


Sun Jun 14, 2009 1:05 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: *Lua Tech Inc.* V2.10 - Almost true stealth.
I noticed that the vehicle demo has a little flaw or two:

-During game when switching between actor, when you select the next actor and its a vehicle, your selection is cancelled and you are forced to select your brain unit.
Can you make it so that when the vehicle is not in use, its not selectable like a door?
So its on your team and everything, but you cant select it while switching between actors while the vehicle is offline.

-The second thing is that entering buy menu while riding a vehicle (with a brain) will result a freeze and crash for CC.


Sun Jun 14, 2009 1:36 pm
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
1 and 2 are really not fixable.
3 is due to data having a hidden team value inaccessible to lua, disabling out of team hijacking by adding a team check should work.
4 is probally due to the hackish way I have it carry the brain, nut I could not reproduce the bug.

Anyway I'm surprised that no one noticed that I got lua code affecting attachable.


Sun Jun 14, 2009 6:47 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
I did. Except that sub attachables are unaffected unfortunately. : /


Sun Jun 14, 2009 7:05 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
It's not sub attachbles, as weapons are attached to the arm, I think it's just that either:
A. AEmitters and Hand/Foot Groups lack scale
B. AEmitters and Hand/Foot Groups can't be affected via hackish lua workaround.

Anyway, this will help with pre made stealth units, as they can simply have a jetpack that is invisible, put as a regular part of the actor. The units also will need fake feet and hands.


Sun Jun 14, 2009 7:20 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
And weapons with invisible magazines. The AK47 magazine was also visible when I cloaked my actor.

Btw cant wait to see tomorrow what you come up with for the contest. :)
Youre extremely good with Lua and youve done tons of things that were impossible before.

Also small request for the psy powers: Can you make it not affect terrain particles or just generally particles that have 0 GetsHitByMOs?
It would reduce the lag slightly I think.

And a few ideas:
-Psy choke: Slowly drain HP from target, use - play around with dead ragdolls.
-Psy stonify: Instantly makes the stuff settle into terrain
-Psy delete: Gives particles the Lifetime = 1 and effectively deletes them.
(useful if you want to clean your hand from unnecesary particles)


Sun Jun 14, 2009 8:56 pm
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Joined: Sat May 02, 2009 4:52 am
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Personally I find using A long ranged weapon with a scope (Sniper/heavy sniper, etc.) useful for long-range telekinesis, because you aren't just limited to your actor's sight limit. Also, I was wanting to make a pair of Bnocs specifically for the Psy implant. There's one in the Tiger chopper mod, but would rather make one myself for standalone purposes so it can be used in conjunction with the psy implant, or any other reconnaissance purposes.


Sun Jun 14, 2009 10:14 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Theres also binocs in Unitec and Ballistic Weapons incase you have either.


Sun Jun 14, 2009 10:19 pm
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Joined: Wed Dec 13, 2006 5:27 am
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Location: A little south and a lot west of Moscow
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Good job on the attachables - I tried that approach and ran a few tests before and deemed it to be fairly useless as the functions I had tested didn't work. Apparently there are some functions that do work, though.


Sun Jun 14, 2009 11:30 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Can you put this in 1 rte?
It seems like most of the RTE's I have are yours because they're in separate RTE's.


Sun Jun 14, 2009 11:32 pm
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Any one else notice that when a unit has a physics implant it tends to crash when they die?

I just found the ultimate move.....

Hold z and shoot a weapon when it phases between your front and back let go of z

The bullets will fly at a supersonic speed in a fairly 50/50 either way. It tore off both of a ronins legs.

Another one.

Hold a person in G then hit Z the guy will start to vibrate hold g f z then release G to throw the guy. There is a 99.9% chance the guy will go SPLAT.
its the perfect throwing move :twisted:


Good god...physics storm did this with just dirt

Image


Last edited by JJA79 on Mon Jun 15, 2009 7:36 pm, edited 2 times in total.



Sun Jun 14, 2009 11:50 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
JJA79 wrote:
Any one else notice that when a unit has a phy implant it tends to crash when they die?

I just found the ultimate move.....

Hold z and shoot a wepon when it phases betwen youry front and back let go of z

The bullet will supersonic speed in a fairly 50/50 either way. It tore off both of a ronins legs.

OOOOH another one.

Hold a person in G then hit Z the guy will start to vibrate hold g f z then release G to throw the guy. There is a 99.9% chance the guy will go SPLAT.
its the perfect throwing move :twisted:



Please be a troll.


Mon Jun 15, 2009 12:03 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
Crap.

I had a new weapon(limb saw, removes attachables), but vista decided it liked eating my files.

I'm serious.

The file just disappeared.

Anyway, while I'm remaking, tip to lua modders:
Strangely, detach only works on attachable if you run ToAttachable on it first.


Mon Jun 15, 2009 12:16 am
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Joined: Mon Dec 22, 2008 11:51 pm
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Location: Standing on the edge of a large pit of lava facing away from it.
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
3POK_PHALE wrote:
Please be a troll.


What did i do? :oops:


Mon Jun 15, 2009 12:22 am
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Joined: Sat Nov 18, 2006 8:11 pm
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Post Re: *Lua Tech Inc.* V2.10 - Got some lua to work on attachables.
3POK_PHALE wrote:
JJA79 wrote:
Any one else notice that when a unit has a phy implant it tends to crash when they die?

I just found the ultimate move.....

Hold z and shoot a wepon when it phases betwen youry front and back let go of z

The bullet will supersonic speed in a fairly 50/50 either way. It tore off both of a ronins legs.

OOOOH another one.

Hold a person in G then hit Z the guy will start to vibrate hold g f z then release G to throw the guy. There is a 99.9% chance the guy will go SPLAT.
its the perfect throwing move :twisted:



Please be a troll.


What?


Mon Jun 15, 2009 2:20 am
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