| Author | Message | 
        
			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: collapse-able environmentHey guys, this ain't no Instant Messager,and i hope panda means scripter, not spriter.
 
 
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			| Sat Apr 03, 2010 10:31 pm | 
					
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			| pandastar994 
					Joined: Wed Mar 10, 2010 8:36 pm
 Posts: 345
   |   Re: collapse-able environmentdat wat i mean.... 
 
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			| Sat Apr 03, 2010 10:36 pm | 
					
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			| NaXx 
					Joined: Mon Feb 02, 2009 9:18 pm
 Posts: 618
 Location: Ancient Hispania
   |   Re: collapse-able environmentspriter awaiting orders... 
 
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			| Sun Apr 04, 2010 2:24 pm | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: collapse-able environmentI still have to think how the fudge am i going to do this. 
 
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			| Sun Apr 04, 2010 6:02 pm | 
					
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			| Barnox 
					Joined: Mon Jun 22, 2009 3:57 pm
 Posts: 1020
   |   Re: collapse-able environmentdragonxp wrote: I still have to think how the fudge am i going to do this.Would http://forums.datarealms.com/viewtopic.php?f=61&t=16805&hilit=obelisk  be something helpful?
 
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			| Sun Apr 04, 2010 8:58 pm | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: collapse-able environmentI've seen that, I'm wondering how I'm going to make us able to walk on the destructible pieces. 
 
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			| Sun Apr 04, 2010 9:05 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: collapse-able environmentDoors. 
 
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			| Sun Apr 04, 2010 9:15 pm | 
					
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			| Petethegoat 
					Joined: Mon Jun 15, 2009 4:02 pm
 Posts: 905
   |   Re: collapse-able environmentDoors have on multiple occasions been shown to be negligibly more stable than the average MOSRotating.
 I've sent dragon a possible solution that ought to work well, and be fairly simple to implement.
 
 
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			| Sun Apr 04, 2010 11:13 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: collapse-able environmentMaybe cause they generate terrain on them? 
 
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			| Sun Apr 04, 2010 11:25 pm | 
					
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			| Petethegoat 
					Joined: Mon Jun 15, 2009 4:02 pm
 Posts: 905
   |   Re: collapse-able environmentEh?You mean they settle? Doors or MOSR's?
 
 
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			| Sun Apr 04, 2010 11:27 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: collapse-able environmentNo, doors make terrain when they are closed/open, that's why you can walk on them. 
 
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			| Sun Apr 04, 2010 11:28 pm | 
					
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			| Petethegoat 
					Joined: Mon Jun 15, 2009 4:02 pm
 Posts: 905
   |   Re: collapse-able environmentWait, what? Really?
 I have never heard about this. Experimenting now...
 
 
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			| Sun Apr 04, 2010 11:35 pm | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: collapse-able environmentaside from pet's suggestion, i found that maybe we could have AEmitter trickling out terrain onto to MOSRotating.Also, i thought of making a 1 pixel think super dense material, which gets delted if the MOSRotating is destroyed.
 
 
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			| Sun Apr 04, 2010 11:42 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: collapse-able environmentDragon, those mopixels would be isscrapped, so they wouldn't work that well.Doors are your best option i think.
 
 
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			| Sun Apr 04, 2010 11:52 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: collapse-able environmentGuys. The OP never asked for anything other than bunkermodules.
 Wrap it in bunkermodules and you completely eliminate any problems with IsScrap.
 
 The actual means would probably just be MOSRs that are either nested together or cooperate with lua.
 
 
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			| Mon Apr 05, 2010 2:10 am | 
					
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