| Author | Message | 
        
			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   AttachablesAside from redundancy, is it possible to attach attachables to an attachable?For example, adding an AEmitter with some glows on a helmet?
 
 
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			| Tue Feb 15, 2011 5:08 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesYes.This way you can also make layered armour.
 
 
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			| Tue Feb 15, 2011 5:45 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.
   |   Re: AttachablesLaaaaaayeeereeeeedddd... Hmmm...Ok, thanks for the information.
 
 
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			| Tue Feb 15, 2011 6:49 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesAttachables allow for a huge variety of interesting things including weak spots, multi-layer armour and weight changes based on damage. Just remember that each attachable gets you one step closer to the MOID ceiling. 
 
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			| Tue Feb 15, 2011 8:28 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.
   |   Re: AttachablesMOID ceiling? 
 
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			| Tue Feb 15, 2011 9:11 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.
   |   Re: AttachablesHey, I got a problem: Code: AddEffect = AttachablePresetName = SpecOpsHelm
 AddAEmitter = AEmitter
 CopyOf = Glow Emitter
 ParentOffset = Vector
 X = 1
 Y = 0
 Mass = 3
 Sharpness = 1
 HitsMOs = 0
 GetsHitByMOs = 1
 SpriteFile = ContentFile
 FilePath = NewWorldIndustries.rte/Actors/SpecialOperationsSoldier/HelmetB.bmp
 FrameCount = 1
 SpriteOffset = Vector
 X = -8
 Y = -6
 AngularVel = 6
 
 EntryWound = AEmitter
 CopyOf = Dent Metal Light
 ExitWound = AEmitter
 CopyOf = Dent Metal Light
 AtomGroup = AtomGroup
 AutoGenerate = 1
 Material = Material
 CopyOf = Metal
 Resolution = 4
 Depth = 0
 DeepCheck = 0
 JointStrength = 180
 JointStiffness = 0.6
 //   BreakWound = AEmitter
 //      CopyOf = Wound Bone Break
 JointOffset = Vector
 X = 0
 Y = 0
 DrawAfterParent = 1
 GibImpulseLimit = 1500
 GibWoundLimit = 7
It says it's in line 87; the line with the AddAEmitter = AEmitter. Help?
 
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			| Wed Feb 16, 2011 1:35 am | 
					
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			| Nocifer 
					Joined: Tue Mar 16, 2010 7:38 pm
 Posts: 447
 Location: The Ninth Circle
   |   Re: AttachablesPretty sure it should be AddEmitter, not AddAEmitter. 
 
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			| Wed Feb 16, 2011 3:37 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.
   |   Re: AttachablesThat fixed it, thanks. 
 
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			| Wed Feb 16, 2011 3:42 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesAsklar wrote: MOID ceiling?The MOID limit. If you exceed it, the game reacts by deleting MOs and generally acting loopy.
 
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			| Wed Feb 16, 2011 5:54 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.
   |   Re: AttachablesD=
 Can you explain that in non-pro language?
 
 
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			| Wed Feb 16, 2011 6:50 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesEvery attachable counts as a moving object which needs an ID (generally anything that needs collisions). There are only 256 IDs the game can assign. Once the game has assigned all 256, it starts deleting the earlier ones to make room for new ones. 
 
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			| Wed Feb 16, 2011 6:59 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.
   |   Re: AttachablesWait a minute. That means that if I bought about 100 dreadnought (which have like 3 attachables each) the olders ones I buy will become freaks? 
 
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			| Wed Feb 16, 2011 8:55 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesOr just explode. Or crash the game. Or make dreadnought parts fly at ridiculous speed everywhere. 
 
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			| Wed Feb 16, 2011 8:59 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.
   |   Re: AttachablesNow that's something I'll put in my To-Do list.
 I've got another question.
 I've used an AEmitter which uses lua, and I attached it to a gun.
 Would it be posible to attach it into a helmet for example?
 
 
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			| Wed Feb 16, 2011 9:13 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: AttachablesIf you attach it, its Lua will not function.The MOID Limit causes much of the damage in crab bombs.
 I think it won't allow you to attach a HDFirearm to anything.
 
 
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			| Wed Feb 16, 2011 9:19 am | 
					
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