Flying Fortress: early release
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Flying Fortress: early release
It crashes alot. When the Fortress explodes.
It doesn't matter how it explodes, it just crashes.
It doesn't even give a specific error.
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Wed Jul 01, 2009 5:17 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Flying Fortress: early release
Woo, trying it!
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Wed Jul 01, 2009 6:43 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Flying Fortress: early release
This thing is AWESOME.
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Wed Jul 01, 2009 2:41 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Flying Fortress: early release
Giant steam-powered Death Star yeah!!! Testing now.
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Wed Jul 01, 2009 3:01 pm |
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Invalidator
Joined: Wed Feb 27, 2008 4:04 am Posts: 30
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Re: Flying Fortress: early release
Erm... I loaded this thing, and it was cool for a few seconds. Then It stopped being able to fly, crashed to the ground, exploded, and then CC crashed. Then my settings.ini corrupted. :/
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Wed Jul 01, 2009 3:56 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Flying Fortress: early release
Now this thing is seriously bad ass I love having these things drop down on the enemy team, and just start rapeing everything I buy. The only problem I have with this is the difficulties controlling, randomlly blowing up, and the game crashing.
This has probably already been said.
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Wed Jul 01, 2009 4:02 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Flying Fortress: early release
Bugs I've encountered: -Crashes when restart button is pressed while the fortress is still in service. -The fortress self-destructs upon delivery, does not cause a crash -It will lose control on a regular/random basis, and needs to switch control to its other cannons/turrets to regain control -Crashes when it dies. Quite serious bugs, but not surprising for such a huge unit. You must have done this thing in Ye old hacky way Anyway, I still like it and hope it will be finished. More bug-fix, better control, and perhaps better sprites.
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Wed Jul 01, 2009 4:07 pm |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Flying Fortress: early release
The Decaying Soldat wrote: Bugs I've encountered: -Crashes when restart button is pressed while the fortress is still in service. -The fortress self-destructs upon delivery, does not cause a crash -It will lose control on a regular/random basis, and needs to switch control to its other cannons/turrets to regain control -Crashes when it dies. Quite serious bugs, but not surprising for such a huge unit. You must have done this thing in Ye old hacky way Anyway, I still like it and hope it will be finished. More bug-fix, better control, and perhaps better sprites. Hang on I got 1 more strange bug to add to this list give me a second to upload pic. Edit: Okay basically the fortress tends to attract anything crab like out of a recently destroyed drop ship. I tried to do this a couple more times and I found out that sometimes when the turrents destroy a drop ship near the fortress it seems to take 1 crab like actor from the cargo of the drop ship and just hold it. This was quite annoying cause well I had a dread hanging off my fortress of pwnage, once I got ride of the dread then a scout drone pops up 3 minutes later. Then the game crashed
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Wed Jul 01, 2009 4:41 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Flying Fortress: early release
Good one zeno, now its obvious the Lua code could use a check to see if a turret is destroyed. It seems to keep track of the "attached" turrets and when one is missing, ♥♥♥♥ will hit the fan. Also just saw Steamboy. HELL YEAH STEAMPUNK. \.../ O_o I guess some code to foresee possible situations like destroyed turrets or death of the systems(pilot killed) or the fortress itself and do things like destroy the object from the game so it wont refer to in anymore or it will set a switch not to run a specific part of the code. Btw this mod is fudge MONUMENTAL. EDIT: Btw, amrobotics, you out of all modders have gone to the most hackiest methods in accomplishing impossible things, so I bet you might have something to say or you've discovered things that could be improved in CC or done otherwise. If you could PM any and all suggestions you have, I will send them to Data and make a ticket(s) to his To Do list.
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Wed Jul 01, 2009 4:58 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Flying Fortress: early release
If this actor-attracting bug can be perfected, it can be used to create combining units. There was a combining clone made before, but it doesn't combine very well and crashes a lot.
Anyway, GJ on finding that bug, zeno, and for keeping the fortress alive for so long without crashing.
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Wed Jul 01, 2009 5:16 pm |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: Flying Fortress: early release
Looks like the Technodrome from Ninja Turtles.
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Wed Jul 01, 2009 7:39 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Flying Fortress: early release
amrobotics, I thought you left us.
You still love of though, and know how to show it.
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Wed Jul 01, 2009 7:46 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Flying Fortress: early release
The Lua gods should check the code. Make sure it's as effective as it is.
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Wed Jul 01, 2009 9:49 pm |
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amrobotics
Joined: Mon Jan 15, 2007 1:26 am Posts: 17 Location: Finland
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Re: Flying Fortress: early release
I forgot to mention I used Piipu's drone gunship code as a starting point for the lua portion of this mod. I used GetAltitude to determine if the legs should follow the dropship (while airborne) or the dropship follow the legs (on ground). The turrets and legs are ACrabs, main body is ACDropship with lots of attachables. The turrets are currently GetsHitByMOs = 0, because despite the fact I used SetWhichMOToNotHit on them, they were colliding with the armorplating attachables and severely hindering movement. mail2345 wrote: And some attachable fiddling. Code: if self:GetAltitude(x,y) < z then if self.emitterson then i = 1 self.emitterson = true local mo = nil while i < MovableMan:GetMOIDCount() do mo = MovableMan:GetMOFromID(i) if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then mo:EnableEmission(false) end end end elseif not(self.emitterson) then i = 1 self.emitterson = true local mo = nil while i < MovableMan:GetMOIDCount() do mo = MovableMan:GetMOFromID(i) if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then mo:EnableEmission(true) end end end That code should do the trick if the engine parts are added into the group ("Hidden Flying Fortress Engine Group", and x is set to a value greater than the maxheight, y is set to the checking precision and z is set to the max emission altitide. I see what you're going for with this, but it doesn't seem to work (crashes when you go above the altitude set in z). I'm not entirely familiar with lua syntax yet, so it's a bit blurry for me what's wrong with it. Thanks tho, this is perfect as soon as it works. numgun wrote: ... If you could PM any and all suggestions you have, I will send them to Data and make a ticket(s) to his To Do list. Ok. I will also edit the first post with some more things for the todo list, if anyone has ideas on how to solve any of the stuff on the list, your contribution will be appreciated.
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Wed Jul 01, 2009 10:11 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Flying Fortress: early release
Ahh, turns out I forgot a line or two(should have loaded it in Notepad++ first). Anyway, this should work: Code: if self:GetAltitude(x,y) < z then if self.emitterson then i = 1 self.emitterson = true local mo = nil while i < MovableMan:GetMOIDCount() do mo = MovableMan:GetMOFromID(i) if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then mo:EnableEmission(false) end i = i + 1 end end elseif not(self.emitterson) then i = 1 self.emitterson = true local mo = nil while i < MovableMan:GetMOIDCount() do mo = MovableMan:GetMOFromID(i) if mo.RootID == self.ID and mo:IsInGroup("Hidden Flying Fortress Engine Group") then mo:EnableEmission(true) end i = i + 1 end end
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Wed Jul 01, 2009 10:26 pm |
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