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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Ablative Armor(+ Heat Absorbing armor)
You could use mass. laser particles should have next to no mass. they wont, of course, as everyone is an idiot when they make particles, but it would be one way to do it. I do like the descriptor tag idea though. would be a good way to handle situational wounds on an actor.
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Sat Oct 24, 2009 1:32 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: Ablative Armor(+ Heat Absorbing armor)
You'd need the cooperation of every mod maker and have everyone trust you give them an edited base.rte where every particle has Lua on it to say whether its kinetic or not, not to mention maybe not everyone will want to.
Not going to happen.
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Sat Oct 24, 2009 1:45 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Ablative Armor(+ Heat Absorbing armor)
Would it be possible to have a lua script which would detect of the round had a glow attached to it? I mean, that'd be close enough to what you want, right?
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Sat Oct 24, 2009 10:14 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Ablative Armor(+ Heat Absorbing armor)
Its an emitter, not a glow usually. Best way to do it would be to detect whether a glow was within so and so pixels of a MOPixel. Wouldn't be very reliable.
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Sat Oct 24, 2009 10:16 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: Ablative Armor(+ Heat Absorbing armor)
And that doesn't even detect the lasers that are simply blue bullets fired like lasers (in beams). Like some DSTech ones. Unless you can read the colour of rounds as they hit, but then again people don't have defined colours for lasers and bullets that are used globally.
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Sat Oct 24, 2009 11:43 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: Ablative Armor(+ Heat Absorbing armor)
OOoo, but you may have something there. How about armor which is protective against all pixels which are black or gray? That would just about cover ya.
Edit: also probably pretty impossible.
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Sun Oct 25, 2009 12:04 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Ablative Armor(+ Heat Absorbing armor)
Well, only problem is, bullets are usually more orange/yellow than dark colors.
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Sun Oct 25, 2009 12:56 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Ablative Armor(+ Heat Absorbing armor)
As can be lasers....
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Sun Oct 25, 2009 1:07 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: Ablative Armor(+ Heat Absorbing armor)
I do not think you can check the color of a MOPixel.
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Sun Oct 25, 2009 1:28 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: Ablative Armor(+ Heat Absorbing armor)
Pretty sure you could...
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Sun Oct 25, 2009 4:40 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: Ablative Armor(+ Heat Absorbing armor)
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Sun Oct 25, 2009 5:52 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Ablative Armor(+ Heat Absorbing armor)
Wow, yeah, you need a list of functions for a basic "if" instruction. Code: If (R=255, G=255, B=255) Then (instruction) Else (instruction 2) Endif.
Was it really that hard? Hold on, this could actually work, if one were to use pseudo-attachables and a shitload of Lua. But there would still be the problem of bullet colors. I mean, it would work perfectly against vanilla stuff, but when it comes to modding, you'd have to ask everyone to use standardized colors. I for one am willing to do so, but I'm just one person.
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Sun Oct 25, 2009 11:00 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: Ablative Armor(+ Heat Absorbing armor)
No, you can't check colour, my bad (got corrected by someone who actually knows what they're talking about). (Grif) But anyway, you could just have the ablative armour be easily gibbed attachables that slow down particles in a small radius on gibbing; lasers tend to be a veritable stream of particles and will hence be only minimally affected by the ablative armour.
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Sun Oct 25, 2009 11:29 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: Ablative Armor(+ Heat Absorbing armor)
411570N3 wrote: No, you can't check colour, my bad (got corrected by someone who actually knows what they're talking about). So I don't know what I'm talking about? ;_; - CrazyMLC But anyway, you could just have the ablative armour be easily gibbed attachables that slow down particles in a small radius on gibbing; lasers tend to be a veritable stream of particles and will hence be only minimally affected by the ablative armour. I think that may work. Metal Meltdown wrote: Wow, yeah, you need a list of functions for a basic "if" instruction. Code: If (R=255, G=255, B=255) Then (instruction) Else (instruction 2) Endif.
Lol. No. You obviously have no idea what Lua even looks like. If that were even true... Code: For particle in MovableMan.Particles do If particle:Color(R=255,G=255,B=255) == true then -- blah end end
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Sun Oct 25, 2009 10:10 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Ablative Armor(+ Heat Absorbing armor)
That wasn't supposed to be Lua, smartass, just pseudocode.
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Sun Oct 25, 2009 10:12 pm |
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