| Author | Message | 
        
			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportWell then does it work or not? 
 
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			| Tue Jun 08, 2010 4:49 am | 
					
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			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportNope  
 
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			| Tue Jun 08, 2010 6:34 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportCan you post the output of the console? I can't run CC at the moment (Wine is playing up <_<) so I'm not able to really debug it myself. hit ~ and see if it's spamming anything. 
 
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			| Tue Jun 08, 2010 7:29 am | 
					
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			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportGeti wrote: Can you post the output of the console? I can't run CC at the moment (Wine is playing up <_<) so I'm not able to really debug it myself. hit ~ and see if it's spamming anything.Oh silly me. I misspelt the filename. It worked perfectly on the tutorial mission, only problems being that it passes through some doors if it foesnt come near enough the motor. I haven't tried firing at a dropship or giant actors, but similar issues would probably come out of that aswell. Easily fixed, with the tradeoff that its more dangerous to be right next to enemy actors. I tried it on the UAV demo mission and all worked well up untill the drones got deep inside the base and bullets stopped colliding. I checked the console and found:  Bah, can hardly read it with that compression. It says Error: Hover.rte/HitsMOs.lua:10: attempt to index feild 'parent' (a nil value)
 
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			| Tue Jun 08, 2010 10:02 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportCode: 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
 if self.parent then --make sure we've found an actor
 self.saveTeam = self.parent.Team; --set our team to the closest actor
 self.switch = false; --used to prevent _too_ much drain on old particles
 else
 self.switch = true; --turn off the crazy function
 self.HitsMOs = true;  --and turn on hitting
 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 < 100 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 fix that issue, not sure why it's there though. OH! scene wrapping, I'm assuming. I can't remember exactly how to use SceneMan:ShortestDistance() at the moment, can someone rewrite it using that to fix this on map seams?.. in any case, upped the check to 100 px on the receiving end. Tell me how it goes.
 
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			| Tue Jun 08, 2010 1:27 pm | 
					
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			| Natti Data Realms Elite 
					Joined: Fri Jul 03, 2009 11:05 am
 Posts: 3878
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportWhat does that script do? 
 
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			| Tue Jun 08, 2010 1:52 pm | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportPrevents close range friendly fire, same as the other one. just prevents it from throwing errors everywhere at the map scene. 
 
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			| Tue Jun 08, 2010 2:06 pm | 
					
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			| Phatmonkey 
					Joined: Fri Aug 24, 2007 8:29 pm
 Posts: 85
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportSince build 13?  That's some dedication.  I'm surprised you didn't get tired of working on it.  Awesome job. 
 
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			| Tue Jun 08, 2010 3:20 pm | 
					
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			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportPhatmonkey wrote: Since build 13?  That's some dedication.  I'm surprised you didn't get tired of working on it.  Awesome job.There's been several remakes of this from scratch. I'd usually make something within 2-3 days, get bored of it and stop. This is the first time I've made one finished enough for a release. Geti wrote: should fix that issue, not sure why it's there though. OH! scene wrapping, I'm assuming. I can't remember exactly how to use SceneMan:ShortestDistance() at the moment, can someone rewrite it using that to fix this on map seams?.. in any case, upped the check to 100 px on the receiving end. Tell me how it goes.Getting an error:  
 
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			| Wed Jun 09, 2010 7:41 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportCode: 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
 if self.parent then --make sure we've found an actor
 self.saveTeam = self.parent.Team; --set our team to the closest actor
 self.switch = false; --used to prevent _too_ much drain on old particles
 else
 self.switch = true; --turn off the crazy function
 self.HitsMOs = true;  --and turn on hitting
 end
 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 < 100 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
missed an end. idiot mistake, sorry.
 
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			| Wed Jun 09, 2010 7:50 am | 
					
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			| pringer X 
					Joined: Thu Apr 22, 2010 11:03 pm
 Posts: 11
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportJust tried these things.. Dropped them off at high altitude from a dropship once.. They landed on the ground safely, but then weirdly started shooting everywhere and them one of them somehow got the brain without me noticing. Tried it again on another map and they worked perfectly. Well, as perfect as they can be.    EDIT: Just tried it again.. Apparently Astro makes them all go berserk. No idea why. EDIT2: On Dummy Assault, the actor versions just shot down the dropship with which I deployed them and did not much else.. The bomb versions acted properly.
 
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			| Wed Jun 09, 2010 9:28 am | 
					
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			| Squeegy Mackpy 
					Joined: Tue Mar 20, 2007 10:16 am
 Posts: 186
 Location: Australia
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportThe script works, but in some semi-rare cases certain drones don't have their bullets activate for them. I've found this happens more often when they're close to the enemy, so it may be a logic issue where they're already within range. In most cases they've stopped brutally murdering each other, so thats a plus.    pringer X wrote: Just tried these things.. Dropped them off at high altitude from a dropship once.. They landed on the ground safely, but then weirdly started shooting everywhere and them one of them somehow got the brain without me noticing. Tried it again on another map and they worked perfectly. Well, as perfect as they can be.    EDIT: Just tried it again.. Apparently Astro makes them all go berserk. No idea why. EDIT2: On Dummy Assault, the actor versions just shot down the dropship with which I deployed them and did not much else.. The bomb versions acted properly.They do have a few interesting behavioural issues. I wish I knew why stuff like that happened.
 
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			| Wed Jun 09, 2010 10:10 am | 
					
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			| The Egotist 
					Joined: Tue Feb 02, 2010 11:36 pm
 Posts: 130
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportHmm... I have a suggestion for a new unit. The Remote Elimination of Targets & Reconnaissance Drone: Special Purpose Eliminator Drone. The RETARD-SPED.
 Just a heavier, better armored drone, with code similar to CC48's Hunter Bot (Minus the weapon pickup bit.). As for weapons, drop the digger and give it a laser burst weapon. Slightly weaker shots than the orgianal, but fully automatic with double the ammo capacity. For a slug weapon, you could have a single shot slug-cannon (Single shot revolver cannon.) That is to say, a revolver cannon with one shot, longer sharpaim, and slightly faster reload.
 
 It would be a deployable drone specifically for taking down enemy bots and clones.
 
 
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			| Wed Jun 09, 2010 7:35 pm | 
					
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			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportI'd rather have Remote Elimination of Targets & Reconnaissance Drone Extra Death, in which you have to kill three times before it dies. 
 
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			| Wed Jun 09, 2010 11:32 pm | 
					
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			| Nocifer 
					Joined: Tue Mar 16, 2010 7:38 pm
 Posts: 447
 Location: The Ninth Circle
   |   Re: Remote Elimination of Targets & Reconnaissance Drone SupportAs long as it spells RETARDED, I take it. So... Remote Elimination of Targets & Recon Drone, Especially Dumb? 
 
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			| Wed Jun 09, 2010 11:41 pm | 
					
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