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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: A new way to dig
I'm guessing extremely heavy mosrotating being propelled forwards. Possibly with HitsMOs = 0 and GetsHitByMOs = 1. Or Lua.
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Sun Jun 21, 2009 8:28 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: A new way to dig
Looks more like a wall of sharp, short-lived MOPixels... like the deathray Duh sent me.
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Sun Jun 21, 2009 1:17 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: A new way to dig
411570N3 wrote: I'm guessing extremely heavy mosrotating being propelled forwards. Possibly with HitsMOs = 0 and GetsHitByMOs = 1. Or Lua. Dude, HM = 0, GHBM = 0 particles still damage the terrain. ( B13 Experience... ) More like yes lua, constant velocity is lua driven.
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Sun Jun 21, 2009 1:42 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: A new way to dig
411570N3 wrote: Did you assume I was female due to my avatar having a beard and my signature having an incredibly obvious compensatingly large robot and tha... People call people princess for being such girls. Does it kill? And does it shield you?
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Sun Jun 21, 2009 1:55 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: A new way to dig
CrazyMLC wrote: Excuuuuuuusse me, princess. I don't remember seeing that in your post. -_-; Clearly you can't read. 411570N3 wrote: Most painfully. As long as they're not made of test anyway. But it's got some funky door system that makes it only activate on enemy actors. Well not really, it's pretty simple actually... ^^^
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Sun Jun 21, 2009 3:34 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: A new way to dig
LowestFormOfWit wrote: Asatruer wrote: It reminds me of an old bunker module system that I think was meant to keep hallways clear. Oh yeah, the gauntlet modules. I still have/use those. I love keeping the hallways clean of body parts and debris. Actually, no. The gauntlets modules were cool, but I was talking about the DSTech I Tower Cleaners. I had the dig through the BMCP 2.0 rar ini files to figure out what it was called. If I recall correctly the tower cleaners did not effect actors at all, just debris and terrain.
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Sun Jun 21, 2009 5:48 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: A new way to dig
This is cool but it doesn't look like you'll be able to mine gold with it. Possibly you can apply some lua magic to make that possible, I don't know.
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Sun Jun 21, 2009 6:27 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: A new way to dig
Make the projectile an actor.
I'm gonna guess you've got a zero gravity bit with constant velocity along the firing vector and moveoutofterrain or whichever function applied in update.
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Sun Jun 21, 2009 6:44 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: A new way to dig
Thing that sucks about using an actor is that it contributes to death counts. Would be nice to have an object property or a lua function that would prevent that. DeathCounts = 0; or something.
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Sun Jun 21, 2009 7:17 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: A new way to dig
Code: function Destroy(self) ActivityMan:GetActivity():ReportDeath(self.Team,-1); end
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Sun Jun 21, 2009 7:48 pm |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: A new way to dig
Metal Meltdown wrote: Looks more like a wall of sharp, short-lived MOPixels... like the deathray Duh sent me. Your the closest: Here's the Lua code I used to make it. It uses the vector perpendicular to the direction your facing to spawn MOPixels along at the first obstacle (ie. terrain) in your line of sight. Code: --Update(self) if self.owner:GetController():IsState(Controller.WEAPON_FIRE) then if self.timer:IsPastSimMS(50) then --check to see if there is ground in front of you local theta = ToActor(self.owner):GetAimAngle(true); local dir = Vector(math.cos(theta),-1*math.sin(theta)); local endPos = Vector(0,0); local preEnd = Vector(0,0); --print(theta);
if SceneMan:CastObstacleRay(self.gun.Pos+dir*15,dir*50,endPos,preEnd,0,0,0) > 0 then self.Pos = preEnd; self.RotAngle = ToActor(self.owner):GetAimAngle(true); local perpen = dir.Perpendicular; local part = nil; for i = -15, 15, 1 do part = CreateMOPixel("LDiggerParticle"); part.Pos = self.Pos + (perpen * i); part.Vel = dir; MovableMan:AddMO(part); end end self.timer:Reset(); end else self:GibThis(); end The timer is there to reduce lag.
Last edited by Kyred on Sun Jun 21, 2009 8:40 pm, edited 1 time in total.
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Sun Jun 21, 2009 8:34 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: A new way to dig
Dayum. A Lua based way to make wide lasers! AWESOME.
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Sun Jun 21, 2009 8:38 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: A new way to dig
Cool. Reminds me of some of the terrain mover tools from Pocket Tanks, ackshully.
And as numgun brought out, this means an epic new way to make even wider lasers than we could before o=
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Sun Jun 21, 2009 9:21 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: A new way to dig
Will using this method prevent the lasers from being visibly segmented when aiming up/down?
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Sun Jun 21, 2009 10:02 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: A new way to dig
The tool looks like it leaves gold behind, so you can't actually mine it with that tool. Then again, the topic says "dig," not "mine."
Oh, and the "Excuuse me princess!" is just a phrase from a series of HORRIBLE zelda cartoons. It doesn't have anything to do with your gender.
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Sun Jun 21, 2009 11:39 pm |
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