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 cool tower idea 
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: cool tower idea
The scrap effect is applied to any terrain that is NOT:
IsScrap = 0 (material variable) AND in front of a background layer, EG bunker interiors.
When this terrain gets displaced, it also displaces any other pixels of scrap material that is less than twenty-some pixels above it.


Last edited by Azukki on Mon Mar 29, 2010 3:40 am, edited 1 time in total.



Mon Mar 29, 2010 3:14 am
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Post Re: cool tower idea
How about using some sparkle magic to spawn a MOSR or something when the craft settles?


Mon Mar 29, 2010 3:37 am
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Post Re: cool tower idea
What would a MOSRotating achieve in this application?


Attachments:
File comment: Well, I give up. Have at it, doesn't work. Only uploading it for further tinkering and testing.
DropTower.rte.rar [5.36 KiB]
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Last edited by Azukki on Mon Mar 29, 2010 5:20 am, edited 3 times in total.

Mon Mar 29, 2010 3:41 am
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Post Re: cool tower idea
carriontrooper wrote:
How about using some sparkle magic to spawn a MOSR or something when the craft settles?


Wouldn't work, cause actors cannot walk onto MOSRotating.


Mon Mar 29, 2010 3:42 am
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Post Re: cool tower idea
Does IsScrap only displace the pixels above it if the pixels above are the same material?


Mon Mar 29, 2010 4:57 am
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Post Re: cool tower idea
It can displace other materials that also have the scrap effect, but it can't displace non-scrap pixels.


Mon Mar 29, 2010 5:19 am
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Post Re: cool tower idea
Then the only way to do this would be a 50% dither between what material you wanted and Grif's invisicrete. It'd look crappy, but it'd work, to a degree.


Mon Mar 29, 2010 5:27 am
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Post Re: cool tower idea
My invisicrete would still scrap.

It only didn't scrap when used in the bunkermodule because it had a background, placed with the module itself.


Mon Mar 29, 2010 6:36 am
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Post Re: cool tower idea
Oh. Then this is impossible unless you put a pre-placed drop area.


Mon Mar 29, 2010 7:01 am
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Post Re: cool tower idea
what if you used some lua to stop particles/pixels/AEmitters/mosrs, in an area, but not HDevice, TDExplosive, and the different actors/crafts?

99% of the time, shots fired are going to be particles, pixels, AEmitters, or MOSRs, they might also include some other stuff, but that's usually not the shot itself. even if you go with particle/pixel only thats all the normal weapons. Vanilla content, that leaves grenades, rockets, the RPCS, the revolver cannon, and the weird glowy-ball-dummy-stuff. and guess what, Those are all heavy weapons.

If the lua script only has to go through particles/pixels, it's a much shorter list, and while yes, that can cause a lot of lag if there are a lot of particles, but if it's only stoping/destroying particles within an area, and it's not creating/controlling any other than that, there shouldn't be much lag.

Other than that, you just use something else to make the wall visible. maybe particles or aemitters just outside the area of the wall. actors could go through it, it would be visible, and it would stop most bullets.


Mon Mar 29, 2010 7:20 am
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Post Re: cool tower idea
Azukki, I know your drop tower. And, its looks good. But my men can't use that. You should learn from The Dropper. So, when this thing touch terrain, it automacally turn into Bunkermodule. Or, KMF Drop Bunker.


Mon Mar 29, 2010 11:21 am
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Post Re: cool tower idea
Jankrik, that one doesn't offer any protection at all.

And as for the mosr thingie, the isscrapped pixels would make actors walk inside it and the mosr would protect them.


Mon Mar 29, 2010 11:58 am
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Post Re: cool tower idea
I ment, Azukki should make the drop tower like the dropper. So, the tower can be used for actor. Or, like the Drop Bunker from KMF.


Mon Mar 29, 2010 1:32 pm
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Post Re: cool tower idea
It's not feasible to have ingame placed bunkers.

That's it. End of story.

The best you're going to get in terms of overall performance is probably going to be my constructor, which requires you to preplace background modules.


Mon Mar 29, 2010 2:32 pm
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Post Re: cool tower idea
Just wait for next build, where if Data wasn't a lazy bastard again, will have properly working IsScrap.


Mon Mar 29, 2010 4:00 pm
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