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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
I think the elevator should move somewhat faster. I dunno, I set one that had a relatively long shaft and it took ages to go from the lowest to the uppest floor.
Away from this, it's epic, it'll hardly ever leave my CC folder, and I really like when you set it's AI to "Return" and it actually returns!
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Sun Feb 06, 2011 5:15 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Suggestions -Different types of elevators *Normal *Fast *Explosive (Trap time) *Huge (Carry's craft) -I Don't expect this to be made- -Destroyable winch *Best way to have the elevator fall *Cheap way is to have the elevator get stuck -More modules
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Sun Feb 06, 2011 6:02 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Nah, it only needs one that moves sideways and vertically also, so we can make complex tunnels for the elevator.
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Sun Feb 06, 2011 6:59 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Tokochiro wrote: walid0303 wrote: if an ermengency thing happend and u dont have time to get down u shoud press a ermengency bottun than cut the rope and get the lift down FAST.that will be cool and no the lift rope can't be cuted exept with some lua magic of coruse Sparkle magic can't do that,i'm fairly sure only if the rope was an actor,wich would lag horribly and kill lots of other actors Actually, the rope is already generated via Lua(particle spawns), so it wouldn't be too hard.
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Sun Feb 06, 2011 7:21 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
If your only brain is a unit that walks around like a brain bot (Behemoth, etc) and you stick it in an elevator, you lose. Word of caution.
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Sun Feb 06, 2011 10:00 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
That happens reguardless if its a storage crate or Lift.
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Sun Feb 06, 2011 10:49 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
The sounds are pretty nice, the token ding sound especially. And thanks for fixing the underground thing, now the possibility for new base are endless!!!!
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Sun Feb 06, 2011 3:34 pm |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
You can change the speed of the lift just edit the lua speed value;
local speed = 2; -- Speed of the lift in pixels, 2 is default - (moves 2 pixel at a time)
Also yeah we made a actor motor that if shot the lifts drops in the final version we are still working on.
When we release the final version you can change speed by using the left and right keys and I have optimized the cable 700 - 900%? e.g. if the cable was 199 pixels long it would take 199 pixels to display the cable, now its take 28! I Should have done it in the first place but yeah lazy..
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Sun Feb 06, 2011 3:55 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
LowestFormOfWit wrote: If your only brain is a unit that walks around like a brain bot (Behemoth, etc) and you stick it in an elevator, you lose. Word of caution. That's because the activity maker forgot to check for crafts.
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Sun Feb 06, 2011 6:15 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Lol. Simply lol. A CPU actor came into the lift, I opened it, absorbed it, went like to the middle of the shaft and scuttled the lift. To my surprise, the actor changed teams to my team. Brainwashing lift?
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Sun Feb 06, 2011 9:58 pm |
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none
Joined: Fri Dec 18, 2009 11:00 pm Posts: 167
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Yeah that happens with all dropships and rockets, a working team switch function? but we can't use it for a gun
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Mon Feb 07, 2011 12:52 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
none wrote: Yeah that happens with all dropships and rockets, a working team switch function? but we can't use it for a gun It doesn't do that for me.
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Mon Feb 07, 2011 12:55 am |
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MrFastZombie
Joined: Wed Dec 22, 2010 9:13 pm Posts: 34
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
Can you fix the bug that makes it lag when you are near the bottom?
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Mon Feb 07, 2011 1:14 am |
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Commander
Joined: Sat Jan 22, 2011 3:42 pm Posts: 16 Location: A War-zone in Earth
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
This is a great mod and all but is there anyway to increase the speed of the Lifts because its kinda slow.
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Mon Feb 07, 2011 3:07 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Lifts - Yes thats right Update 1.5 With Sounds.
If you open the Lift Lua file one of the variables is clearly labeled as the modifier for the lift speed in pixels. By default it's 2. Higher number = more pixels traveled at a time = faster lift.
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Mon Feb 07, 2011 4:23 am |
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