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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: LFoW's Prove That Concept
411570N3 wrote: Use child objects. You can't actually animate the bunker module itself. Well I just want a part of the foreground to animate. It's a part of the guts. What child object could I add? I've never toyed with the idea before. Would the part get destroyed like the module would?
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Sun Jul 05, 2009 11:09 am |
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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: LFoW's Prove That Concept
You could probably go with an animated MOSRotating, but you'd need something to make sure it interacts the way you want it to. Either Lua or certain .ini solutions, depending on what it is you want it to do.
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Sun Jul 05, 2009 11:24 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: LFoW's Prove That Concept
Completely unrelated request. I need the old crab gun. Or some code that properly shoots an ACrab. Mine isn't working.
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Sun Jul 12, 2009 4:08 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: LFoW's Prove That Concept
LowestFormOfWit wrote: 411570N3 wrote: Use child objects. You can't actually animate the bunker module itself. Well I just want a part of the foreground to animate. It's a part of the guts. What child object could I add? I've never toyed with the idea before. Would the part get destroyed like the module would? Embed the MOSRot child object in question in the bunker module. Make it animated. Look at the guts of my Organic Bunker mod for more details.
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Sun Jul 12, 2009 5:37 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: LFoW's Prove That Concept
LowestFormOfWit wrote: Or some code that properly shoots an ACrab. Mine isn't working. Try this: Attachment:
File comment: Its old, very old.
Cannon.rte.zip [53.66 KiB]
Downloaded 130 times
It shoots out an AHuman.
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Sun Jul 12, 2009 8:23 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: LFoW's Prove That Concept
Roon3 wrote: LowestFormOfWit wrote: Or some code that properly shoots an ACrab. Mine isn't working. Try this: Attachment: Cannon.rte.zip It shoots out an AHuman. That's perfect! Just what I needed to know. Now, what variable determines the rotation of a shot when it comes out? I want this thing to orient the dreadnoughts sideways as it's shot out, not facing upright.
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Mon Jul 13, 2009 1:33 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: LFoW's Prove That Concept
Man.RotAngle = self.AimAngle?
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Mon Jul 13, 2009 10:03 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: LFoW's Prove That Concept
But you'd need to use Sparkle Magic on the gun to do that. Just use a copyof of the dready with an OrientToVel of 1.
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Mon Jul 13, 2009 10:14 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: LFoW's Prove That Concept
That won't work, a regular object with OrientToVel = 1 is rotated sideways 90 degrees. The dreadnought on the other hand is up right, so angle would be wrong. The way to do it is: Man.RotAngle = self.AimAngle +90 (if its calculated in degrees that is)
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Mon Jul 13, 2009 10:59 am |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: LFoW's Prove That Concept
True that. But it would be dready.RotAngle = self.Vel.AbsRadAngle - math.pi / 2 since it's radians.
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Mon Jul 13, 2009 11:02 am |
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