View unanswered posts | View active topics It is currently Wed Jan 15, 2025 10:09 am



Reply to topic  [ 419 posts ]  Go to page Previous  1 ... 15, 16, 17, 18, 19, 20, 21 ... 28  Next
 *Lua Tech Inc.* V2.31- Spike pistol fix! 
Author Message
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Is there a variable to make the time spent crouching a little shorter? I find I need a lot of combat free areas to use the vehicles properly, so It's virtually impossible in skirmish games.


Thu Jun 18, 2009 7:24 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Change this:
Code:
timekeep:IsPastSimMS(3000)

in ShieldUpgrader.lua with the 3000 changed to the time in MS you want.

Change this:
timekeep:IsPastSimMS(4000)
in that same file to the time when the riding window of time ends.


Thu Jun 18, 2009 7:32 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
cheers bro! will do that now.


Thu Jun 18, 2009 9:53 am
Profile
User avatar

Joined: Mon May 12, 2008 8:44 pm
Posts: 65
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Is it possible to (either as a new function or a mod to the stop-field function) make a field that inste4ad of stopping all particles around you, will instead deflect them away from you?

Currently, you can do this with a closely placed gravity spot which will pull bullets off their trajectory toward itself. However, timing it is hard as hell.


Thu Jun 18, 2009 2:44 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
I have a request that is otherwise impossible or very difficult via normal modding:
A simple explosive grenade that sends out its gibbed/spawned particles in this perspective:

Image

I've been wanting to have an expanding perspective shockwave blast effect like this for ages
and with seeing Kyred just made something I thought impossible with the real charge up gun,
I thought this might be possible too.

So simply put:
Make a simple grenade that explodes 200 particles with that perspective like on the picture.


Thu Jun 18, 2009 4:49 pm
Profile
User avatar

Joined: Sun May 31, 2009 1:04 am
Posts: 308
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
numgun wrote:
I have a request that is otherwise impossible or very difficult via normal modding:
A simple explosive grenade that sends out its gibbed/spawned particles in this perspective:

Image

I've been wanting to have an expanding perspective shockwave blast effect like this for ages
and with seeing Kyred just made something I thought impossible with the real charge up gun,
I thought this might be possible too.

So simply put:
Make a simple grenade that explodes 200 particles with that perspective like on the picture.
You mean you want the projectile/grenade to explode and send out 200 projectiles in an expanding circle outward? Or do you want to circle to appear at an angle like in the picture? Scratch that, I got what your asking. I think I know of a way to do it. You'll need to create the projectile's from the center of the blast (or maybe a bit off center to simulate the particles a bit further away). The positions for each will be found using trig applied to ellipses instead of circles. Start from an angle of zero and work around to 2*PI. You can also adjust the trail lengths of the particles closer the foreground to simulate the wave effect.

The part with apply trig to a ellipsis would be the toughest part. Creating the equation might require me to break out my Calculus book >_<.

Their might be an easier way of doing this, however. This method was just the first one that came to mind when I looked at that picture.


Last edited by Kyred on Thu Jun 18, 2009 5:13 pm, edited 1 time in total.



Thu Jun 18, 2009 4:55 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
I want it to expand in a circle with the angle like in that picture. If you've played worms world party/armageddon, then remember the explosion animation. It had similar effects.

How I would imagine it working is that vertical velocity is greatly reduced for the blast particles.
Horizontal velocity would remain much less reduced over time.


Thu Jun 18, 2009 5:03 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
numgun wrote:
How I would imagine it working is that vertical velocity is greatly reduced for the blast particles.
Horizontal velocity would remain much less reduced over time.

Couldn't you just put the following in a .lua file and attach it to your blast particles?
Code:
function Update(self)
self.Vel.Y = self.Vel.Y / 0.999;
end


Thu Jun 18, 2009 5:09 pm
Profile
User avatar

Joined: Sun May 31, 2009 1:04 am
Posts: 308
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
numgun wrote:
I want it to expand in a circle with the angle like in that picture. If you've played worms world party/armageddon, then remember the explosion animation. It had similar effects.

How I would imagine it working is that vertical velocity is greatly reduced for the blast particles.
Horizontal velocity would remain much less reduced over time.

Lol, I think I like your guy's ideas better than the one I mentioned in my edit a few seconds ago. Sounds like a lot less work.


Thu Jun 18, 2009 5:15 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
The funny thing is I only thought of it now how it might work. :P

Thanks to Duh102 for the ready code too, now I can make a cool supernova explosion I've always wanted... based on particles only!


Thu Jun 18, 2009 5:37 pm
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Actually, I think that would be self.Vel.Y * 0.999. If you divide it by 0.999 it will increase.


Thu Jun 18, 2009 9:13 pm
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
dracura wrote:
Is it possible to (either as a new function or a mod to the stop-field function) make a field that inste4ad of stopping all particles around you, will instead deflect them away from you?

Currently, you can do this with a closely placed gravity spot which will pull bullets off their trajectory toward itself. However, timing it is hard as hell.

Change this:
Code:
   if HoldingE == 5 then
   for actor in MovableMan.Particles do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   for actor in MovableMan.Actors do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 and actor.ID ~= self.ID then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   for actor in MovableMan.Items do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   end

With this:
Code:
   if HoldingE == 5 then
   for actor in MovableMan.Particles do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   for actor in MovableMan.Actors do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 and actor.ID ~= self.ID then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   for actor in MovableMan.Items do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 250 then
   actor.Vel = Vector(actor.Vel.X * -1, actor.Vel.Y * -1)
   end
   end
   end


Thu Jun 18, 2009 10:57 pm
Profile
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
I hate to nag, but could you make a bullet train version that doesn't open the hatches when yuo first buy it? I find my actors plummet to their deaths when I order one.


Thu Jun 18, 2009 11:05 pm
Profile
User avatar

Joined: Mon May 12, 2008 8:44 pm
Posts: 65
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Okay, tried it....wow does that backfire badly. It seems to juggle particles and things back and forth every frame, and half the time when you release the key, it'll send things flying at your actor.

I was thinking more of an anti-gravity field of sorts, that instead of drawing particles toward the center, repels them away based on distance to the central point.


Fri Jun 19, 2009 1:53 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: *Lua Tech Inc.* V2.13 - Stealth chip not invincible!
Try to change it to this:
Code:
   if HoldingE == 5 then
      for actor in MovableMan.Actors do
         local diff = math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2))
         if diff < 30 then
            diff = 30
            
         end
         if (diff < 100) and actor.PinStrength == 0 and actor.ID ~= self.ID then
            local diffx = actor.Pos.X - self.Pos.X
            local diffy = actor.Pos.Y - self.Pos.Y
            local ang = math.atan2(diffy,diffx)
            actor.Vel.Y = actor.Vel.Y + (100 / diff * math.sin(ang)) * psyintensity * 2
            actor.Vel.X = actor.Vel.X + (100 / diff * math.cos(ang)) * psyintensity * 2
         end
      end


      for actor in MovableMan.Particles do
         local diff = math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2))
         if diff < 50 then
            diff = 50
         end
         if (diff < 100) and actor.PinStrength == 0 then
            if actor.PresetName == "Psy Bullet" then
            actor.Lifetime = actor.Lifetime * 1.01
            end
          if not(actor.PresetName == self.PresetName) then
            local diffx = actor.Pos.X - self.Pos.X
            local diffy = actor.Pos.Y - self.Pos.Y
            local ang = math.atan2(diffy,diffx)
            actor.Vel.Y = (actor.Vel.Y + (120 / diff * math.sin(ang)) * psyintensity) * 2
            actor.Vel.X = (actor.Vel.X + (120 / diff * math.cos(ang)) * psyintensity) * 2
          end
         end
      end
      for actor in MovableMan.Items do
         local diff = math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2))
         if diff < 30 then
            diff = 30
         
         end
         if (diff < 100) and actor.PinStrength == 0 then
            local diffx = actor.Pos.X - self.Pos.X
            local diffy = actor.Pos.Y - self.Pos.Y
            local ang = math.atan2(diffy,diffx)
            actor.Vel.Y = (actor.Vel.Y + (120 / diff * math.sin(ang)) * psyintensity) * 2
            actor.Vel.X = (actor.Vel.X + (120 / diff * math.cos(ang)) * psyintensity) * 2
         end
      end
   end


Fri Jun 19, 2009 2:15 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 419 posts ]  Go to page Previous  1 ... 15, 16, 17, 18, 19, 20, 21 ... 28  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.062s | 14 Queries | GZIP : Off ]