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            | Author | Message |  
			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: cool tower ideaThe 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. 
 
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			| Mon Mar 29, 2010 3:14 am | 
					
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			| carriontrooper 
					Joined: Mon Apr 13, 2009 12:27 pm
 Posts: 813
 Location: Yogyakarta, Indonesia. A slice o' paradise.
   |   Re: cool tower ideaHow about using some sparkle magic to spawn a MOSR or something when the craft settles? 
 
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			| Mon Mar 29, 2010 3:37 am | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: cool tower ideaWhat 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]
			
			Downloaded 179 times
 
 
    							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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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: cool tower ideacarriontrooper 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.
 
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			| Mon Mar 29, 2010 3:42 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: cool tower ideaDoes IsScrap only displace the pixels above it if the pixels above are the same material? 
 
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			| Mon Mar 29, 2010 4:57 am | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: cool tower ideaIt can displace other materials that also have the scrap effect, but it can't displace non-scrap pixels. 
 
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			| Mon Mar 29, 2010 5:19 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: cool tower ideaThen 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. 
 
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			| Mon Mar 29, 2010 5:27 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: cool tower ideaMy invisicrete would still scrap.
 It only didn't scrap when used in the bunkermodule because it had a background, placed with the module itself.
 
 
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			| Mon Mar 29, 2010 6:36 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: cool tower ideaOh. Then this is impossible unless you put a pre-placed drop area. 
 
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			| Mon Mar 29, 2010 7:01 am | 
					
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			| Miles_T3hR4t 
					Joined: Mon Jun 04, 2007 5:55 am
 Posts: 1627
 Location: Ohio
   |   Re: cool tower ideawhat 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.
 
 
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			| Mon Mar 29, 2010 7:20 am | 
					
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			| JangkrikBusterII 
					Joined: Thu Nov 19, 2009 1:35 pm
 Posts: 176
 Location: Kartasura, Indonesia. Sit in front of my computer
   |   Re: cool tower ideaAzukki, 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.
 
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			| Mon Mar 29, 2010 11:21 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: cool tower ideaJankrik, 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.
 
 
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			| Mon Mar 29, 2010 11:58 am | 
					
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			| JangkrikBusterII 
					Joined: Thu Nov 19, 2009 1:35 pm
 Posts: 176
 Location: Kartasura, Indonesia. Sit in front of my computer
   |   Re: cool tower ideaI 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. 
 
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			| Mon Mar 29, 2010 1:32 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: cool tower ideaIt'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.
 
 
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			| Mon Mar 29, 2010 2:32 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: cool tower ideaJust wait for next build, where if Data wasn't a lazy bastard again, will have properly working IsScrap. 
 
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			| Mon Mar 29, 2010 4:00 pm | 
					
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