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 Attachable Armor Quandry 
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Joined: Sat Oct 10, 2009 8:36 pm
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Post Attachable Armor Quandry
so i'm making these actors, and they're supposed to wear power armor like wh40k spacemarines (improves strength and speed, but i'll just settle for speed), and i was wondering if i could do it with the armor as attachables and the actors are only faster and stronger before the armor is gibbed or blown off them. i've been playing around with it, but i think i'm tarded or something.

and if it's possible, would it involve lua or no, because lua is still like a foreign language to me :(


Thu Oct 15, 2009 1:56 am
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Post Re: Attachable Armor Quandry
Oh yeah. That would DEFINATELY require Lua. Last I checked, it wouldn't be possible with B23, but I think I heard that someone somehow hackjob-voodoo'd attachments into working with Lua. I honestly have no idea. Ask Mail2345, Kyred, or any of our other Lua Modders. They'll know how to really help, if at all possible.

EDIT: Or Geti apparently.


Last edited by TorrentHKU on Thu Oct 15, 2009 4:02 am, edited 1 time in total.



Thu Oct 15, 2009 2:22 am
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Post Re: Attachable Armor Quandry
If you made the attachments negative mass but less than the positive mass of the body, you would slow down as you lost them, as you would gain net mass.
But this would make for wonky collisions.
You could maybe attach invisible, non-colliding, negative mass attachables to your attachables. Then you get the inverted mass loss, maybe without the wonky collisions.

Or you could use Lua.
I've never really understood the whole MOID attachable Lua thing, so I can't really contribute any suggestions about that.


Thu Oct 15, 2009 3:14 am
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Post Re: Attachable Armor Quandry
you sure can. its just hacky and time consuming. what you want to do is go look up mail's attachable handler/grabber, which is basically (not working code)
Code:
self.attachables = {}
for i = 1, moidlimit do
local att = getmofromid(i)
if att.RootID == self.ID and att.ID ~= self.ID then
table.insert(self.attachables, att)
end
end
then you could run some checks on the relevant child attachables (by using string.find on their presetnames) to see weather they were still hanging about, and if not you could reduce speed, by forcing the controller to only use slow walk if possible. the speed of a character is kind of hard to scale, though. <_<


Thu Oct 15, 2009 3:41 am
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Post Re: Attachable Armor Quandry
Hyperkultra wrote:
Oh yeah. That would DEFINATELY require Lua. Last I checked, it wouldn't be possible with B23, but I think I heard that someone somehow hackjob-voodoo'd attachments into working with Lua. I honestly have no idea. Ask Mail2345, Kyred, or any of our other Lua Modders. They'll know how to really help, if at all possible.

EDIT: Or Geti apparently.


You missed Grif and numgun. (atleast i THINK they can use lua)


Sun Oct 18, 2009 12:19 am
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Post Re: Attachable Armor Quandry
but you seem to have forgotten that they are both banned, so you cant really get their help can you? :roll:


Sun Oct 18, 2009 12:22 am
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Post Re: Attachable Armor Quandry
Grif is stuck in perma-douche, and numgun can't really(I think).


Sun Oct 18, 2009 12:56 am
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Post Re: Attachable Armor Quandry
Hyperkultra wrote:
Grif is stuck in perma-douche, and numgun can't really(I think).

I here numgun got banned because of sudden spam, is this true?
And why is Grif banned anyways?


Sun Oct 18, 2009 1:13 am
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Post Re: Attachable Armor Quandry
Eh, grif is generally pretty helpful with lua stuff, but yeah, he's banned at the moment for flaming that girl. And numgun is banned indefinitely I think for the huge debacle of spamming/trolling a month or so ago.

Also, for things like this, names dont really matter.
in respect to the code, it has to be
Code:
self.attachables = {}
for i = 1, MovableMan:GetMOIDCount() - 1 do
self.att = MovableMan:GetMOFromID(i)
if self.att.RootID == self.ID and i ~= self.ID then
table.insert(self.attachables, att)
end
edit it to do what you need, this just makes a table and fills it with all child objects.


Sun Oct 18, 2009 1:23 am
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Post Re: Attachable Armor Quandry
In a sense, names DO matter, since come looking to me for Lua help, and I'll calmly explain that I don't know a flying fekk about Lua coding.


Sun Oct 18, 2009 1:35 am
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Post Re: Attachable Armor Quandry
Hahah, true. Generally, though, posting a topic will get you a hasty response, and usually not just "OMGNOOBGTFO -User was banned for this post", but actual help. anyway, i've been thinking of ways to make an actor faster or slower, and i cant, unless self:GetController():SetState(Controller.MOVE_FAST , false) works..


Sun Oct 18, 2009 4:46 am
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Post Re: Attachable Armor Quandry
Geti wrote:
numgun is banned indefinitely I think for the huge debacle of spamming/trolling a month or so ago.


Actually, while I was in the ban purgatory thread (something which the goodies here unfortunately will never get to view), I saw that there was an expiration date on numgum's ban.


Sun Oct 18, 2009 5:16 am
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Post Re: Attachable Armor Quandry
And didnt take note of it? O_o
But anyway, have you tried setting Controller.MOVE_FAST to false? also, set it to true when the armour is attached.


Sun Oct 18, 2009 5:27 am
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Post Re: Attachable Armor Quandry
well the mass thing mentioned earlier may work. and I'm not super sure about the scripting, because I'm no expert, but maybe put small "jets" on the attachables with super low life particles that could lift the actor a bit, so that way he can walk faster with his legs and jump higher with the jet pack due to the extra lift. i don't know if that is even possible. it's just a theory. i got the idea because if i use a heavy digger with a light actor and walk, i generally go faster, so maybe if you make the particles pull like the digger...


Sun Oct 18, 2009 6:14 am
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