Author |
Message |
none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
|
Re: Some questions regarding an upcoming mod.
Here you go.
Make sure you set muzzle offset on the gun to X = 0, for actor detection purposes.
|
Sat May 15, 2010 6:53 am |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Some questions regarding an upcoming mod.
OK, I'll try it out. Watch this space for reports.
|
Sat May 15, 2010 12:13 pm |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Some questions regarding an upcoming mod.
Hey, I found your problem. You projectile is going too fast for the Lua on it to find the user/device. To get around this problem while keeping the projectile at a high velocity, set the "FireVelocity" in the ini code to 1, and then in your Lua script right when after does the "Teamset" thing, put Code: self.Vel = actor.Vel + Vector(90,0):RadRotate(self.parent:GetAimAngle(true)); The "90" is the set fire velocity for your projectile one it finds the user of the gun.
|
Sun May 16, 2010 11:27 am |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Some questions regarding an upcoming mod.
Well nuts, neither of them (cc48's and none's scripts) work. I am getting desperate here, collegework's aiming for the jugular. I'm thinking something's fundamentally wrong in my code.
|
Mon May 17, 2010 2:01 pm |
|
|
none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
|
Re: Some questions regarding an upcoming mod.
Errm are you sure it works for me?
Here is the repackaged rte with the script and fix.
It doesn't work for pre-placed actors in skirmish battle as the are not in MovableMan.Actors list.
Just order a soldier after starting and it should work.
|
Mon May 17, 2010 3:22 pm |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Some questions regarding an upcoming mod.
Did you change the projectile's firing velocity in INI code to (1) like I said?
|
Mon May 17, 2010 3:45 pm |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Some questions regarding an upcoming mod.
CaveCricket48 wrote: Did you change the projectile's firing velocity in INI code to (1) like I said? Yes, I did, and they didn't accelerate. Even tried tweaking the codes (Lua errors and such) but in the end it didn't work. Lemme try none's solution first. I got to say, thanks for the help so far, CC48 and none.
|
Tue May 18, 2010 1:38 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Some questions regarding an upcoming mod.
Hurray, I completely fixed the script and tested multiple times. I also put in comments on parts that I fixed, so you know what was wrong.
Edit: The INI FireVelocity of the projectile still needs to be (1).
|
Tue May 18, 2010 2:25 pm |
|
|
carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
|
Re: Some questions regarding an upcoming mod.
HURRAH! It works magnificently. Thanks, CC48, your name (and none's) are in the credit list! A few tweaks (adding some gold when it gibs something, and graphical tweaks) should make the fungal infection good to go, for now.
|
Thu May 20, 2010 10:48 am |
|
|
none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
|
Re: Some questions regarding an upcoming mod.
Good to hear,
To help people in the future can you post how you fixed it and whose script you used.
It helps people learning mod making to know how to solve a particular problem.
Thanks.
|
Thu May 20, 2010 3:26 pm |
|
|
|