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 LFoW's Prove That Concept 
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Post Re: LFoW's Prove That Concept
Sean Mirrsen wrote:
Fill the maze with module-sized blocks of blackness that disappear if your controlled actor is close enough. Even if the maze is fairly large, it's unlikely to be more than a few hundred standard bunker modules - with a fairly simple script, the blackness blobs won't hurt your framerate too much, and your maze will look like a sort of a roguelike.


How would you go about making that? WOuld they be AEmitters?
Would this method prevent me from adding enemies? Or can these blackness modules be HitByMOs = 0?


Tue Jun 30, 2009 11:17 am
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Post Re: LFoW's Prove That Concept
Yes, like giant intangible MOSParticles.


Tue Jun 30, 2009 2:57 pm
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Post Re: LFoW's Prove That Concept
It'd be easier and safer to attach it to the actor, methinks.


Tue Jun 30, 2009 5:46 pm
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Post Re: LFoW's Prove That Concept
Grif wrote:
It'd be easier and safer to attach it to the actor, methinks.


Would it draw on top of the bunker modules even if I attached it to the actor?


Wed Jul 01, 2009 2:58 am
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Post Re: LFoW's Prove That Concept
no, and it wouldnt if they were MOSParticles.


Wed Jul 01, 2009 4:48 am
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Post Re: LFoW's Prove That Concept
Ok. New Prove that Concept:

Can you have an AHuman with more than 2 arms?
If yes, can two foreground arms be made to not hit each other?

I'm trying to make a hackjob arm that "properly" rotates on it's elbow, making each segment as an additional arm.


Fri Jul 03, 2009 10:38 am
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Post Re: LFoW's Prove That Concept
Someone already made that, not sure who, but I'm pretty sure it was one guy attached to another.


Fri Jul 03, 2009 6:48 pm
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Post Re: LFoW's Prove That Concept
Completely unrelated to anything thus far.

Is it possible to have a weapon drawn on top of an arm, instead of the arm covering the weapon?
I have the Dummy Behemoth's Rocket Fist just about done, but the magazine with discardable = 0 is being drawn under the arm.


Sat Jul 04, 2009 5:13 pm
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Post Re: LFoW's Prove That Concept
I'm thinking DrawAfterParent should do the trick, but I'm not sure if it works on weapons.


Sat Jul 04, 2009 5:26 pm
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Post Re: LFoW's Prove That Concept
mail2345 wrote:
I'm thinking DrawAfterParent should do the trick, but I'm not sure if it works on weapons.


Yeah, it worked. I asked Duh about it. I only had Drawafterparent on the magazine (the "hand") and I needed it on the gun as well. Stupid me.

Now, is it possible to have the gun flash white momentarily (a la actors when they use the teleporter modules) when it's finished reloading? I want to simulate a new fist "spawning".


Sat Jul 04, 2009 5:32 pm
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Post Re: LFoW's Prove That Concept
FlashWhite is a function for actors.

You could spawn a white MO at the esitameted fist location, and checked off via DoneReloading, but I'm not sure if my attachable hack works with DoneReloading.


Sat Jul 04, 2009 5:37 pm
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Post Re: LFoW's Prove That Concept
What about switching the sprite of the magazine to a full white sprite and then half a second later revert it to the intended one?


Sat Jul 04, 2009 5:38 pm
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Post Re: LFoW's Prove That Concept
Try making another frame for the mag and switching between the two using lua (and the Frame var).


Sat Jul 04, 2009 7:16 pm
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Post Re: LFoW's Prove That Concept
I don't suppose there's a hacky way to make an animated bunker module is there? I'm talking about the actual Foreground layer.bmp having multiple frames. Possible?


Sun Jul 05, 2009 9:55 am
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Post Re: LFoW's Prove That Concept
Use child objects. You can't actually animate the bunker module itself.


Sun Jul 05, 2009 11:03 am
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