| Author | Message | 
        
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Crobotech Beta 3.2Seriously, I'd say "Its probably because I'm not explaining it clearly" but I am explaining it clearly and you're just being dense. Go try it out yourself, the difference is pretty clear, and the usefullness is far greater than just a "Collides" bool. 
 
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			| Wed Mar 10, 2010 9:21 am | 
					
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			| Wingwolf 
					Joined: Mon May 07, 2007 1:49 pm
 Posts: 98
   |   Re: Crobotech Beta 3.2Is it bad that I can understand everything he just explained in his last three posts?   
 
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			| Wed Mar 10, 2010 10:48 am | 
					
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			| Natti Data Realms Elite 
					Joined: Fri Jul 03, 2009 11:05 am
 Posts: 3878
   |   Re: Crobotech Beta 3.2No, I'm just pretty dumb. Probably that's why I can't understand it. 
 
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			| Wed Mar 10, 2010 1:14 pm | 
					
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			| unwoundpath 
					Joined: Sun Mar 07, 2010 7:19 am
 Posts: 1279
 Location: Places. And things.
   |   Re: Crobotech Beta 3.2I LOVE THIS    its amazing because i love the charicters, i always have a hard time chosing a unit, now i dont have to worry, with the weapens there simple, (most of the time      ) fun and deadly. i love how they change there apperance too. the gibs are so nice looking i could of never done those. but one thing, when i hade a grenade selected first and then some guns on skirmish mode when he came he had  no weapens at all     overall, id give it a 5 out of 5!!!!
 
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			| Wed Mar 10, 2010 10:28 pm | 
					
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			| Joe 
					Joined: Tue Jul 21, 2009 4:36 am
 Posts: 347
 Location: The place where asses go to be bad
   |   Re: Crobotech Beta 3.2From my (limited) modding experience,
 1) When HitsMOs is turned off, actors can go right through each other and traverse doors (yes, Crobos nullify doors)
 
 2) When GetsHitByMOs is turned off, bullets and the like go right through you.
 
 I could be completely wrong, but my numerous clone experiments have led me to this conclusion. Also because there are MOPixels and MOSRotatings, both of which have the prefix MO-, so it seems logical to have a property that defines if the actor gets hit by bullets, and one that defines if the actor gets hit by gibs and other actors.
 
 
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			| Thu Mar 11, 2010 2:37 am | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: Crobotech Beta 3.2Eh, it probably has something to do with the speed something is going at. 
 
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			| Thu Mar 11, 2010 2:38 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Crobotech Beta 3.2It should only nullify doors if they aren't HitsMOs. Also, that would only be after a cirtain amount of time, since doors make terrain behind themselves whenever they move. 
 
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			| Thu Mar 11, 2010 5:12 am | 
					
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			| Joe 
					Joined: Tue Jul 21, 2009 4:36 am
 Posts: 347
 Location: The place where asses go to be bad
   |   Re: Crobotech Beta 3.2Geti wrote: doors make terrain behind themselves whenever they move.What do you mean? Geti wrote: It should only nullify doors if they aren't HitsMOsOkay, but plenty a time I've been able to simply walk right through a door on the tutorial mission with a Crobo.
 
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			| Thu Mar 11, 2010 1:42 pm | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: Crobotech Beta 3.2Joe wrote: Geti wrote: It should only nullify doors if they aren't HitsMOsOkay, but plenty a time I've been able to simply walk right through a door on the tutorial mission with a Crobo.This is more than likely due to CC's poor collisions between actors. With enough work you can get most actors to go through a door.
 
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			| Thu Mar 11, 2010 1:57 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Crobotech Beta 3.2Joe wrote: What do you mean?Just that, look at it in material mode and you'll see terrain there.
 
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			| Thu Mar 11, 2010 8:26 pm | 
					
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			| yjui1 
					Joined: Thu Aug 20, 2009 9:16 pm
 Posts: 23
   |   Re: Crobotech Beta 3.2(sorry if its been mentioned)
 but anyone have an over sensitive aim control on the crab tank?
 
 
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			| Fri Mar 12, 2010 12:56 am | 
					
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			| Natti Data Realms Elite 
					Joined: Fri Jul 03, 2009 11:05 am
 Posts: 3878
   |   Re: Crobotech Beta 3.2yjui1 wrote: (sorry if its been mentioned)
 but anyone have an over sensitive aim control on the crab tank?
Yep. We all have.
 
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			| Fri Mar 12, 2010 6:36 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: Crobotech Beta 3.2Again, there isn't much I can do about it.  Mouse control is twitchy, and that is that.  The only way to fix it is to turn down your mouse sensitivity. 
 
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			| Fri Mar 12, 2010 6:48 am | 
					
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			| LeonXross 
					Joined: Sat Jan 30, 2010 4:07 am
 Posts: 342
   |   Re: Crobotech Beta 3.2Its easy to handle the tank with the mouse. Just move your mouse UP and DOWN and that will change its range. 
 
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			| Fri Mar 12, 2010 12:01 pm | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: Crobotech Beta 3.2LeonXross wrote: Its easy to handle the tank with the mouse. Just move your mouse UP and DOWN and that will change its range.This is not the problem.  The problem is the sensitivity of aiming. Moving your mouse up or down even slightly causes a very quick jump in the target reticule. I'm positive they know HOW to use it.
 
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			| Sat Mar 13, 2010 12:16 am | 
					
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