| 
 
 
 
	
			
	
	 Remote Elimination of Targets & Recon Drone Support 8/12/12 
        
        
            | Author | Message |  
			| Collective 
					Joined: Wed Mar 03, 2010 11:29 pm
 Posts: 122
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportIs there any way to make their bullets not hit each other?I'm also having some issues with floating wounds and the drones firing randomly into the air.
 
 
 |  
			| Mon Jun 07, 2010 4:53 am | 
					
					   |  
		|  |  
			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportProbably not.That is a glitch.
 And they fly because they don't want to collide with person next to them... it is a buggy fail-safe to avoid the buggy moid collisions even though they cannot collide with each other.
 
 
 |  
			| Mon Jun 07, 2010 5:41 am | 
					
					   |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportFoa wrote: Probably not.That is a glitch.
 And they fly because they don't want to collide with person next to them... it is a buggy fail-safe to avoid the buggy moid collisions even though they cannot collide with each other.
I quite like the way they do that. When you drop them in a group they fly to the enemy base and rain lasery death from above rather than marching straight into the defenses. Shame there's so much friendly fire involved, that you can't fix without having the bullets travel straight through the enemy aswell. Unless that's something you can script, probably by checking the distance of a shot to an enemy actor and when its below a certain distance HitsMOs is set to 1. That's wild speculation though, I'd need someone to clarify if its possible.
 
 |  
			| Mon Jun 07, 2010 7:09 am | 
					
					   |  
		|  |  
			| Collective 
					Joined: Wed Mar 03, 2010 11:29 pm
 Posts: 122
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportThey also fire at each other on occasion. Anti-MOID limit failsafe? 
 
 |  
			| Mon Jun 07, 2010 7:46 am | 
					
					   |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportCollective wrote: They also fire at each other on occasion. Anti-MOID limit failsafe?Nope, I have no idea why that happens, but there's usually lots of floating wounds that accompany it. I think the game has some sort of limit exceeded, so try not to use too many at once.
 
 |  
			| Mon Jun 07, 2010 7:52 am | 
					
					   |  
		|  |  
			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportThey are probably trying to shoot the floating wounds... 
 
 |  
			| Mon Jun 07, 2010 7:55 am | 
					
					   |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportGeti wrote: Foa wrote: Geti, help this guy outI need to know what he wants help with before I can do that.I can't think of much that needs doing, other than what I mentioned above.
 
 |  
			| Mon Jun 07, 2010 8:41 am | 
					
					   |  
		|  |  
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportYou could do that, but it'd lag if you've got a lot of particles. Code: function Create(self)local curdist = 100; --only check within 100 px.
 for actor in MovableMan.Actors do
 local dist = (actor.Pos - self.Pos).Magnitude
 if dist < curdist then
 curdist = dist;
 self.parent = actor;
 end
 end
 self.saveTeam = self.parent.Team; --set our team to the closest actor
 self.switch = false; --used to prevent _too_ much drain on old particles
 end
 
 function Update(self)
 if not self.switch then --turn off the check once we've been activated.
 for actor in MovableMan.Actors do --iterate through all the actors
 if actor.Team ~= self.saveTeam then --once there's one that isnt on our team
 if (actor.Pos - self.Pos).Magnitude < 50 then --that's closeby
 self.HitsMOs = true; --turn on hitsmos
 self.switch = true; --set the switch so we don't keep doing all this iteration
 break --and break the loop
 end
 end
 end
 end
 end
should do it, but as I said, it'll lag with more particles and more actors :\ tell me if I've made a typo somewhere
 
 |  
			| Mon Jun 07, 2010 9:09 am | 
					
					     |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportAn update should be due soon, which includes a very cheap drone that has gone rouge. It shoots at anything, be it friendly or foe, has a green eye and makes freakier shreaking noises and laughs at your pain. Geti wrote: You could do that, but it'd lag if you've got a lot of particles.should do it, but as I said, it'll lag with more particles and more actors :\ tell me if I've made a typo somewhere
It seems to have no effect, and I've made it so the bullets have HitMOs = 0 by default. I can't find any typos either. I'm pretty sure I've done the right thing, its HitMOs.lua in the Hover.rte. By looking at other mods it doesn't seem as if I need to call it somehow or specify the fact it exists. Have I missed something?
 
 |  
			| Mon Jun 07, 2010 11:32 am | 
					
					   |  
		|  |  
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportCode: ScriptPath = Hover.rte/HitsMOs.luaplonk that into the bullet definition.
 
 |  
			| Mon Jun 07, 2010 11:50 am | 
					
					     |  
		|  |  
			| Magzone 
					Joined: Thu Apr 22, 2010 3:07 pm
 Posts: 19
 Location: Finland, Middle of Nowhere
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportI tried to use this updated version on Dummy Assault by deploying 15 drones at the same time, because I had tried the first version with 40 drones deployed in waves of 5. While still throwing them, they suddently started to shoot each other, injuring the deploying soldier in the process, who was evacuated to my bunker. Sadly, drones has somehow managed to destroy the door engine, making it to drop down, preventing the soldier to escape into safety. After the mindless shootout, the drones started to go towards the enemy bunker, however, one retard decided that it would be pretty nifty to commence an underground attack to the dummy bunker right from my own. So he took out the digger, hopped into my bunker, dug the poor soldier into gibs and proceeded with his digging tool blazing towards my brains. Before I could save the day with a controllable drone, a sound of glass breaking came from my speakers, and screen flashed "FAIL".After this loss, I gave it another shot.
 30 drones were deployed in waves of 5, for the safety of me, and for safety of others, dummies and dreds excluded. During the mission, the drones proved that they had earned their name by digging each other into pieces and some fell into the deep shaft in the first part of the dummy bunker. I decided to pay no more attention to them, and concentrated on those deeper in the enemy bunker. When the first 20 drones were reduced to 2, one still trapped in the shaft mentioned earlier, and another one proving he is worthy of his name, I had to order the last 10 drones to aid them, in one way or other. 5 drones were deployed, and I waited a while for them to march forward, and noticed that there were 7 out in the field. The trapped one had managed to get out of the pit that had claimed the lives of 3 of his friends. He probably killed them himself, but anyway. He started to dig with his digger a way to the dummy controller, when a reinforcement drone came and dug his digger into bits. Pissed without his digger, he jumped out of the little hole and started to dig a new one using a shovel. Yes, a shovel. He had taken it from the pit of doom as a memento, perhaps. Some time later, the mission ended in victory for me. Again. Thanks to these buddies.
 
 Phew, I sure typed a lot about this. I should do more mission raports sometime. But anyway, commenting the sounds these little guys make, has anyone else noticed they sound like Striders from Half-Life 2?
 
 
 |  
			| Mon Jun 07, 2010 12:33 pm | 
					
					   |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportGeti wrote: Code: ScriptPath = Hover.rte/HitsMOs.luaplonk that into the bullet definition.Ah yes, had to be missing something. Annoyingly however, it still doesn't seem to be working. Code: AddAmmo = RoundPresetName = Round Hover
 ParticleCount = 2
 Particle = MOPixel
 PresetName = Particle Hover
 ScriptPath = Hover.rte/HitsMOs.lua
 Mass = 0.25
 RestThreshold = 500
 LifeTime = 1000
 Sharpness = 3
 HitsMOs = 0
 GetsHitByMOs = 0
 Color = Color
 R = 255
 G = 255
 B = 255
 Atom = Atom
 Material = Material
 CopyOf = Bullet Metal
 TrailColor = Color
 R = 255
 G = 50
 B = 50
 TrailLength = 25
 ScreenEffect = ContentFile
 FilePath = Hover.rte/Images/Laserglow.bmp
I was paranoid that location had an effect, so I tried the line in several different places and of those that didn't give me an error message, none worked.
 
 |  
			| Mon Jun 07, 2010 1:20 pm | 
					
					   |  
		|  |  
			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportHmm, that code is a little iffy ( Secifically, the non-specific actor detection thing ) , but ♥♥♥♥ it, you know better.
 Squeegy, he means the MOPixel ( The actual Bullet ) , not the Ammo ( What you did ) .
 
 
 |  
			| Mon Jun 07, 2010 3:11 pm | 
					
					   |  
		|  |  
			| Apollon 
					Joined: Sun May 16, 2010 3:04 am
 Posts: 52
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportI just wanted to say that this is really well done. I love the complex and diverse sound effects as well. All together a very well done mod. Their path finding is quite good in all but the most complex environments, and are generally pretty effective. I really feel for these guys when they die. They sound so forlorn and dissapointed at the world (and even sometimes surprised) when they die.
 PS I actually kind of like how they "quickdraw" in the direction they're being shot from sometimes, even if it's friend and not foe. Adds an interesting dynamic.
 
 
 |  
			| Tue Jun 08, 2010 1:35 am | 
					
					   |  
		|  |  
			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportFoa wrote: Hmm, that code is a little iffy ( Secifically, the non-specific actor detection thing ) , but ♥♥♥♥ it, you know better.
 Squeegy, he means the MOPixel ( The actual Bullet ) , not the Ammo ( What you did ) .
Isn't the definition of the MOPixel what's nested inside of the Round definition?
 
 |  
			| Tue Jun 08, 2010 4:11 am | 
					
					   |  
		|  |  
		|  |  
 
	
		| Who is online |  
		| Users browsing this forum: No registered users |  
 
	|  | You cannot post new topics in this forum You cannot reply to topics in this forum
 You cannot edit your posts in this forum
 You cannot delete your posts in this forum
 You cannot post attachments in this forum
 
 |  
   |