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 Crystals(Gives Money) + Modules + Weapons 
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Joined: Sun May 11, 2008 2:00 am
Posts: 10
Location: canada bc
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Post Re: "Bunker Modules"
I tried making tiberium a while ago, I made a lua digger tool for the purpose.

Each time it shoots it checks for nearby particles within a certain mass range, sets there lifetime to 1 to remove them and replaces them with heavy gold particles.

Only problem is it makes the game lag a bit when there are lots of particles in the air.

Code:
   function Create(self)
   end

function Update(self)
   for actor in MovableMan.Particles do
   if math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - self.Pos.Y),2)) < 95 and actor.Mass > 1.300 and actor.Mass < 1.400 then -- if somethings close and has the right weight
      actor.Lifetime = 1 -- kill it next frame
      local particle = CreateMOPixel("Particle Gold"); -- make a prototype
      particle.Pos = actor.Pos;
      particle.Vel = actor.Vel;
      MovableMan:AddParticle(particle); -- make gold
   end
   end   


Wed Jun 23, 2010 6:48 pm
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Joined: Sun Jun 10, 2007 2:05 am
Posts: 426
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Post Re: "Bunker Modules"
Could you make it something that settles into (possibly heavy) gold? You'd have to dig it twice, but I think that's how I made my gold bullets that you could shoot someone with and then later mine. Shooting someone with straight gold just gives them money.


Wed Jun 23, 2010 7:14 pm
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Joined: Sun May 23, 2010 7:11 pm
Posts: 193
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Post Re: "Bunker Modules"
@theevilovenmit : I don't understand Lua yet so where should I Attach that to make It work

MaximDude wrote:
In case you're wondering why your crystals are so weak in structure no matter how tough you make them is because the do not have background sprites.
CC handles bunker modules without BGs like IsScrap junk that is laying around.


So if I make a background it will make it stronger ?
I'll try that


Wed Jun 23, 2010 8:45 pm
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Joined: Sun May 11, 2008 2:00 am
Posts: 10
Location: canada bc
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Post Re: "Bunker Modules"
The lua is executed by a tracer round that the digger fires.

I set the digger to fire tracers once every 50th round, which for a digger is every frame or so.

Code:
AddAmmo = AEmitter
   PresetName = Particle Tiberium Lua
   Mass = 0.08
   OrientToVel = 0.9
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1   //  i gave this particle one frame to live,   so it only executes the lua once.
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   ScriptPath = Tiberium.rte/Tiberium.lua  // This is where you attach the lua.
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Very Heavy Digger
      ParticlesPerMinute = 0
      BurstSize = 1
      Spread = 0.0
      MaxVelocity = 95
      MinVelocity = 95
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1

AddAmmo = Round
   PresetName = Round Tiberium Tracer
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Particle Tiberium Lua
   Shell = None
   FireVelocity = 15
   ShellVelocity = -1
   Separation = 5



The lua checks for particles with a mass between 1.300 and 1.400.
I created a material with a mass in between that, and assigned it to the tiberium terrain debris.

Code:
AddMaterial = Material
   Index = 127
   PresetName = Tiberium Riparius
   Bounce = 0.1
   Friction = 1
   StructuralIntegrity = 190
   DensityKGPerVolumeL = 5000
   Stickiness = 0.1
   DensityKGPerPixel = 1.350      // set your mass here
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 10000000
   Color = Color
      R = 248
      G = 242
      B = 66
   UseOwnColor = 1


Wed Jun 23, 2010 10:37 pm
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Joined: Sun May 23, 2010 7:11 pm
Posts: 193
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Post Re: "Bunker Modules"
So all I have to do is make a material with a mass between 1.300 and 1.400 attach the lua to a tracer round of a digger and we are good to go ??

does the racer have to be a emitter or can it be a MOpixel


Wed Jun 23, 2010 10:44 pm
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Joined: Sun May 11, 2008 2:00 am
Posts: 10
Location: canada bc
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Post Re: "Bunker Modules"
yes, the mass should be in between in with .05 on either side to make room for error.

I tried making it a smaller value, eg: 1.400 - 1.450 with a material value of 1.425 and it couldn't detect it..

I remember the aemitter being the only thing that would load the lua, I'm probably wrong though.

The aemitter in my digger emits a heavy digging mopixel during its frame, so you end up with a nice MOpixel anyways.


Thu Jun 24, 2010 3:04 am
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Posts: 193
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Post Re: "Bunker Modules"
It doesn't work I have a very strong crystal that only the digger can dig (the custom one with the special tracer)
and it digs the mineral but it does not change it into gold

Here is the digger code
Code:
AddAmmo = AEmitter
   PresetName = Particle CrystalCutter
   Mass = 0.08
   OrientToVel = 0.9
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1   //  i gave this particle one frame to live,   so it only executes the lua once.
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   ScriptPath = Crystal.rte/CrystalCutter/Gold.lua  // This is where you attach the lua.
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   AddEmission = Emission
   EmittedParticle = MOPixel
      CopyOf = Particle Very Heavy Digger
   ParticlesPerMinute = 0
   BurstSize = 1
      Spread = 0.0
      MaxVelocity = 95
      MinVelocity = 95
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstTriggered = 1

AddAmmo = Round
   PresetName = Round CrystalCutter
   ParticleCount = 6
   Particle = AEmitter
      CopyOf = Particle CrystalCutter
   Shell = None
   FireVelocity = 15
   ShellVelocity = -1
   Separation = 5

AddAmmo = Magazine
   PresetName = Magazine CrystalCutter
   Mass = 5
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Crystals.rte/CrystalCutter/CrystalCutterMag.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   ParentOffset = Vector
      X = 3
      Y = 2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = 0
   DrawAfterParent = 0
   RoundCount = 300
   RTTRatio = 2
   RegularRound = Round
      CopyOf = Round CrystalCutter
   TracerRound = Round
      CopyOf = Round CrystalCutter



AddDevice = HDFirearm
   PresetName = Crystal Cutter
   AddToGroup = Tools
   Description = The only digger that can extract gold from crystals , the crystals needs to be mined twice for max profit
   Mass = 6
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Crystals.rte/CrystalCutter/CrystalCutter.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -10
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 80
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 10
   DeepCheck = 0
   JointStrength = 90
   JointStiffness = 0.5
   JointOffset = Vector
      X = -2
      Y = 3
   DrawAfterParent = 0
   OneHanded = 1
   StanceOffset = Vector
      X = 8
      Y = 5
   SharpStanceOffset = Vector
      X = 10
      Y = -5
   SupportOffset = Vector
      X = 3
      Y = 3
   SharpLength = 30
   Magazine = Magazine
      CopyOf = Magazine CrystalCutter
      ParentOffset = Vector
         X = -1
         Y = -1
   Flash = Attachable
      CopyOf = Muzzle Flash SMG
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/Diggers/DiggerSound.wav
      LoopSetting = -1 // Means loop until stopped
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 2000
   ReloadTime = 1800
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 2
   SharpShakeRange = 1
   NoSupportFactor = 2
   ParticleSpreadRange = 4
   ShellSpreadRange = 0
   ShellAngVelRange = 0
   MuzzleOffset = Vector
      X = 11
      Y = 0
   EjectionOffset = Vector
      X = 1
      Y = -3
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 6
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 4
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 6
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small I
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   GibWoundLimit = 4


And here the material

Code:
AddMaterial = Material
   Index = 47
   PresetName = Tiberium Riparius
   Bounce = 0.1
   Friction = 1
   StructuralIntegrity = 190
   DensityKGPerVolumeL = 5000
   Stickiness = 0.1
   DensityKGPerPixel = 1.355      // set your mass here
   GibImpulseLimitPerVolumeL = 15
   GibWoundLimitPerVolumeL = 0.1
   Priority = 10000000
   Color = Color
      R = 180
      G = 80
      B = 32
   UseOwnColor = 1


It worked for a while and then when I changed the other crystals mat it didn't work


Thu Jun 24, 2010 10:27 am
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Joined: Sun May 11, 2008 2:00 am
Posts: 10
Location: canada bc
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Post Re: "Bunker Modules"
My apologys, I didn't test my lua and script before sending it.

at the end of the particle checking lua script you'll find an:

end
end



I suggest adding another end making:

end
end
end

It seems something wasn't properly ended, and it didn't return the results. adding the third end seemed to make things work.
You should also include this particle reference, it specifies the gold it should turn into.

Code:
AddAmmo = MOPixel //   this is the  "particle gold" referenced in the lua
   PresetName = Particle Gold  // might as well call it Particle Crystal in both the lua and here.
   Mass = 0.55     // the mass is the value multiplier,   doubling the mass will double its value.
   RestThreshold = 500
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 2
      G = 242
      B = 66
   Atom = Atom
      Material = Material
         CopyOf = Gold         // original material name
         PresetName = GoldP  // Anything but plain gold will do to make it unique
         Stickiness = 0.35
      TrailColor = Color
         R = 2
         G = 242
         B = 66
      TrailLength = 3


with a bit of messing about this should fix it.

Hope it works, I'm sorry for the inconvenience.


Thu Jun 24, 2010 12:47 pm
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Joined: Sun May 23, 2010 7:11 pm
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Post Re: "Bunker Modules"
It worked :grin: :grin: :grin:

thank you very very very very very much


will update soon


Thu Jun 24, 2010 2:51 pm
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Joined: Thu Apr 22, 2010 3:07 pm
Posts: 19
Location: Finland, Middle of Nowhere
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Post Re: Crystals
Before posting any updates, you should probably check why only crystal A (the first big one) is diggable. I used the crystal cutter on every crystal and crystals B, C, D and E just reflected the cutter with no damage on the crystals itselves, and causing me to break 2 cutters.

On second thougth, make B, C, D and E into bunker modules, like corridors and stuff. Shiny, indestructable bunkers!


Thu Jun 24, 2010 6:36 pm
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Post Re: Crystals
That's funny mine doesn't have that problem mine work fine :-(
the bunker modules sound like a great Idea

If someone has the same problem with some of the crystals not digable please post


Thu Jun 24, 2010 8:15 pm
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Joined: Wed Apr 07, 2010 12:29 pm
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Post Re: Crystals
Yup, they seem to be not digable.


Thu Jun 24, 2010 9:03 pm
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Post Re: Crystals
Oh Um I will update soon with the bunker modules then we can see if I maybe uploaded the wrong thing
all most done with the bunker modules I have to sprite 2 more things do the code test and I''ll upload them


Updated please post if there is still a problem with some crystals not able to be dug away


Thu Jun 24, 2010 11:44 pm
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Post Re: Crystals + Modules
I tested the update, and now all crystals are diggable and give money. Including the bunker modules. I noticed that when digging crystals, the cutter takes a few hits even though only the tip of the beam touches the crystals, leading to the breaking of the tool. I even managed to break 2 cutters by digging some of the crystal away, leaving the background of the crystal in the place where it was, and digging the background. This doesn't happen with the bunker modules, so it is actually better idea to pile a big amount of blocks to a corner of a room and dig them instead of the crystals that were made to be dug. Also, I was able to dig the crystals a little bit with a heavy digger, making the crystals smaller while giving me no money.


Fri Jun 25, 2010 1:10 pm
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Post Re: Crystals + Modules
Magzone wrote:
Also, I was able to dig the crystals a little bit with a heavy digger, making the crystals smaller while giving me no money.


That's because the digger that I made has a piece of Lua attached that theevilovenmit gave me , it turns any particle with a specific mass into gold

so thing of the digger as a mobile crystal refinery


Fri Jun 25, 2010 1:21 pm
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