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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Bullet proof?
CrazyMLC wrote: Its easy, just make code that removes all MOParticles and MOPixels within a certain radius. It would still not be invincible. There's a delay that applies to any Lua function, making the console slightly unsynchronized with the physics engine. So basically, anything that was moving fast enough or that was created too close to the actor would still be able to hit it. Diggers, for example.
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Thu Jul 02, 2009 9:09 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Bullet proof?
No wounds, uber GIL and GWL, terrain erase lua. Oh, and by modfying the conversion functions, you can intercept the game seting up the script list, so you stop all lua based particles on create.
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Thu Jul 02, 2009 9:12 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: Bullet proof?
Well I failed at the Lua but good news is my actor can step on a grenade, loose all it's limbs, and still keep on fighting. (This reminds me of a movie I saw)
I really think I pull a real nub move here. By copying and pasting the script into notepad, typing ScriptPath = Cortex Command/Shade.rte at the very top, then saving it as a .lua file instead of.txt. I really didn't see any changes to much of anything some I'm gonna ask another question.
"Am I doing it right"?
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Fri Jul 03, 2009 3:34 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Bullet proof?
Not in the slightest.
You have to save the .lua file (the ENTIRE contents of which should be what mail posted, no exceptions) and then add to the ACTOR'S INI code the scriptpath code.
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Fri Jul 03, 2009 3:40 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Bullet proof?
Grif wrote: Not in the slightest.
You have to save the .lua file (the ENTIRE contents of which should be what mail posted, no exceptions) and then add to the ACTOR'S INI code the scriptpath code. .......... No wait I actually understood all that except I'm a little weak on the "scriptpath code". No wait I might have gotten that too the scriptpath code is the location of which the .lua file can be found example:(cortex command/Shade.rte/blank.lua) of course I pretty sure I'm wrong though.
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Fri Jul 03, 2009 4:13 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Bullet proof?
AddActor = AHuman PresetName = your actor name blah blah blah blah ScriptPath = <RTE>.rte/<name of lua file>.lua
voila
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Fri Jul 03, 2009 4:14 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Bullet proof?
Take out the cortex command part, and you'd be right.
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Fri Jul 03, 2009 4:14 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Bullet proof?
Yay I'm learning thanks for all the help guys you can go ahead and let this thread slowly die now. And I'll make sure to learn Lua so I dont make myself look like an idiot again
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Fri Jul 03, 2009 4:22 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Bullet proof?
zeno39 wrote: Yay I'm learning thanks for all the help guys you can go ahead and let this thread slowly die now. And I'll make sure to learn Lua so I dont make myself look like an idiot again I'm just glad you didn't say SPARKLE MAGIC. So you're already ahead of 90% of the pack there. Sparkle Magic is a little tricky starting out.
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Fri Jul 03, 2009 6:18 am |
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Darkhunter21
Joined: Sat Feb 28, 2009 11:06 pm Posts: 69
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Re: Bullet proof?
"let this thread slowly die now."
Well, now that he has said that, let us discuss some other random crap
Anyone interested in the Ypsilon Revived?
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Fri Jul 03, 2009 11:01 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Bullet proof?
No, that is not what you do in this forum. Jesus ♥♥♥♥.
And with the above closing words we bid you all, a good nights sleep
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Sat Jul 04, 2009 12:18 am |
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