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 Minor Request Thread [Q&A] 
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Post Re: Minor Request Thread [Q&A]
http://forums.datarealms.com/viewtopic.php?f=24&t=15580&hilit=Cyborg+Zombies

its from a mission.


Mon May 24, 2010 2:39 am
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Post Re: Minor Request Thread [Q&A]
Has anybody made any undead soldiers along the line of Unitec's Subjects, but not as hard to kill?


Tue May 25, 2010 1:36 am
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Post Re: Minor Request Thread [Q&A]
Is cortex command's unit of angular velocity in radians per second?


Wed May 26, 2010 1:07 am
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happy carebear mom
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Post Re: Minor Request Thread [Q&A]
It seems to me to be arbitrary. For instance, an angular velocity of 6 does not equate to a full circle per second. Perhaps it is in degrees per second.


Wed May 26, 2010 1:13 am
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Post Re: Minor Request Thread [Q&A]
That could be because 6 isnt exactly 2pi though. The documentation says it is, but you know Data and his scallywagery.
signor wiki wrote:
AngularVel

The current angular velocity of this MovableObject. Positive is a counter-clockwise rotation.The angular velocity in radians per second.


Wed May 26, 2010 6:42 am
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Post Re: Minor Request Thread [Q&A]
True, but it's pretty close (6.0 < 6.24). Shouldn't make too much of a visible difference for a few rotations.


Wed May 26, 2010 7:10 am
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Post Re: Minor Request Thread [Q&A]
1 Can you make a turret that can switch between 3 or more fire modes ?

2 And how many sprites does a turret need ?


Wed May 26, 2010 4:44 pm
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Post Re: Minor Request Thread [Q&A]
Duh102 wrote:
It seems to me to be arbitrary. For instance, an angular velocity of 6 does not equate to a full circle per second. Perhaps it is in degrees per second.


Ah yes, but which standard are you using to measure a second?

Give an object an Angular Velocity of 6.28 and then have a Lua script remove that velocity 1000 sim MS after creation.

See if it's a full circle.


Wed May 26, 2010 11:47 pm
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Post Re: Minor Request Thread [Q&A]
Ah, that might do it. I forgot about sim time vs real time.


Wed May 26, 2010 11:54 pm
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Post Re: Minor Request Thread [Q&A]
BrainChild wrote:
1 Can you make a turret that can switch between 3 or more fire modes ?

2 And how many sprites does a turret need ?
1.Yes, if you use obscure bindings and would like to work with "virtual" bullets (read bullets that read a table entry related to the actor they're being fired by and delete themselves after placing what you actually want to be firing in their place).

2. That is pretty subjective. You could have a 2 sprite turret or a 500 sprite turret.


Thu May 27, 2010 6:43 am
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Post Re: Minor Request Thread [Q&A]
Oh but what is the minimum sprites for a turret ?


Thu May 27, 2010 2:00 pm
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Post Re: Minor Request Thread [Q&A]
A turret doesn't really need a sprite to function.


Thu May 27, 2010 4:11 pm
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Post Re: Minor Request Thread [Q&A]
But how does the turret function if there is no sprite ?


Fri May 28, 2010 1:02 pm
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Post Re: Minor Request Thread [Q&A]
Minimum is 1 sprite if you want it to be visible (technically you could do a mopixel based display but pleh), 2 if you want the gun to move. Look at the shishi turret by Darlos9D in his Darkstorm pack for an example.


Fri May 28, 2010 1:41 pm
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Post Re: Minor Request Thread [Q&A]
Looked at the Darkstorm turret , more confused than ever , does anyone know
of a tutorial where they cover every thing about creating weapons . I have been through the wiki
and i cant find any thing on the forums , I want to mod but I'm struggling with coding :( so if anyone knows
of a great tutorial please let me know


Fri May 28, 2010 2:37 pm
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