View unanswered posts | View active topics It is currently Wed Jan 15, 2025 9:59 am



Reply to topic  [ 440 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12, 13, 14 ... 30  Next
 Armored Brain Units for Dummies - Volume 3 (7/03/11) 
Author Message
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
androit wrote:
Make a function for the behemot like EJECT COMMAND?

As soon as a brain unit dies, the "lose" gamestate is triggered. You have to have the brain unit off the map to have a working ejection thing.


Tue Jul 14, 2009 6:28 pm
Profile
User avatar

Joined: Wed Jun 10, 2009 2:57 pm
Posts: 41
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Ok by your words it looks so:i shoot off his legs and FAIL?Not like that dude.When the bot has 40-0 hp you can eject,and RUN ♥♥♥♥ AWAY!Its like...a brain bot is a driver of a behemoth.THAT should be clear.brainbot ejects,body of the behemoth is left as soil.


Tue Jul 14, 2009 6:38 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
I don't know if you can change brain status with Lua. If you can, then yes that would work. If not, then you'd still need to have the Behemoth not be a brain unit.


Tue Jul 14, 2009 6:44 pm
Profile
User avatar

Joined: Wed Jun 10, 2009 2:57 pm
Posts: 41
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Duh102 wrote:
I don't know if you can change brain status with Lua. If you can, then yes that would work. If not, then you'd still need to have the Behemoth not be a brain unit.


Ther is a latest mod .VTOL Jet fighter in mod section,it uses driver tech.you go inside then fly,same thing here,but behemoth comes with a driver(brain unit)and brain unit can be ejected anytime it wants/needs(explore/pickup/kill).Now i think its most understandable,i know that stuff,im for a long time here.


Tue Jul 14, 2009 6:47 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
SetPlayerBrain refuses to work outside of scene scripts.
The solution is to make it spawn a brain when health is low, then settle the behomoth and todelete = true the brain attachable.

Oh, and tlb's hoveboards were first.


Tue Jul 14, 2009 6:49 pm
Profile
User avatar

Joined: Wed Jun 10, 2009 2:57 pm
Posts: 41
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Sorry i havent downloaded(and seen)them yet.But if that works with simple units lets try to work with it so it works with brain units!


Tue Jul 14, 2009 6:52 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Err, brain spawns are much more stable(no offense, tlb).

Of course, begin stuck alone with enemies around you brain would be nasty, so creating a ship with the brain works.


Tue Jul 14, 2009 7:20 pm
Profile
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
androit wrote:
Ok by your words it looks so:i shoot off his legs and FAIL?Not like that dude.When the bot has 40-0 hp you can eject,and RUN ♥♥♥♥ AWAY!Its like...a brain bot is a driver of a behemoth.THAT should be clear.brainbot ejects,body of the behemoth is left as soil.

You seem to not get it man.
You can't have an actor inside another actor.
Those ejection things? They spawn the pilot when it dies.

If the brain is spawned, then you didn't have a brain to start with and can't play.

That solution of 'brainbot starts outside the map and gets teleported in' seems interesting, I like it.


Wed Jul 15, 2009 3:06 am
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Well. Not sure where this discussion came up from. Last I remembered I was trying to get help on a Hyper-laser. But hey, I dig it.

Guess I have to sprite an ejected brainbot now. :grin:


Wed Jul 15, 2009 3:10 am
Profile
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
LowestFormOfWit wrote:
Well. Not sure where this discussion came up from. Last I remembered I was trying to get help on a Hyper-laser. But hey, I dig it.

Guess I have to sprite an ejected brainbot now. :grin:

Don't do eet!


Wed Jul 15, 2009 3:17 am
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Maybe you could set an Lua function so that when it hits a certain health (IfPlayerHealth = X then blahblahblah, maybe, I don't know any actual Lua so don't throw chairs at me if that isn't a real command.), the head/helmet flies off and you can fly it around as a craft with the actual brain on board. Then when you gib it (no releasing/taking in cargo functions), the brain hops out as a little brain crab, complete with jetpack to get around those nasty rock walls and get into a base.


Wed Jul 15, 2009 3:26 am
Profile
User avatar

Joined: Tue Jul 03, 2007 12:33 am
Posts: 1275
Location: Elsewhere.
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Ragdollmaster wrote:
Maybe you could set an Lua function so that when it hits a certain health (IfPlayerHealth = X then blahblahblah, maybe, I don't know any actual Lua so don't throw chairs at me if that isn't a real command.), the head/helmet flies off and you can fly it around as a craft with the actual brain on board. Then when you gib it (no releasing/taking in cargo functions), the brain hops out as a little brain crab, complete with jetpack to get around those nasty rock walls and get into a base.

*snigger*
This reminds me of that scene in The Thing where the head comes off and crawls away :D


Wed Jul 15, 2009 3:32 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
mail2345 wrote:
The solution is to make it spawn a brain when health is low, then settle the behomoth and todelete = true the brain attachable.

That said, you need two ewals signs, a space, and a dot between player and health. Assuming that player is a player pointer.


Wed Jul 15, 2009 3:56 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
I'm pretty sure I read someone saying that Lua was run after death checks and before loss checks, so you could just spawn a Brain actor in the Destroy() code... but I'm not sure, give it a shot.


Wed Jul 15, 2009 7:51 am
Profile WWW
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Destroy is crashy. If you want stable code, toss in reset checks that seem to sometimes fail in rare circumstances.


Wed Jul 15, 2009 7:58 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 440 posts ]  Go to page Previous  1 ... 8, 9, 10, 11, 12, 13, 14 ... 30  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.041s | 14 Queries | GZIP : Off ]