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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Soylent Clones
So with the aid of lua would it be possible to make a dropship that does the following:
Abducts "organic" or "human" actors (Team doesn't matter)
Close the doors.
When you reopen the doors instead of the people inside it drops out "meat" that can be picked up and eaten/thrown or what have you.
Also, how would you make it so when you close the doors it can tell an actor is on board and plays a grinding or processing sound, and doesn't play any sound if a robot, gun or if it's empty?
Now that I think of it, would a pie menu option on the ship that turns all cargo into X meat be easier?
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Tue Sep 20, 2011 4:53 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Soylent Clones
basically the issue is determining whether any given actor is a human/robot
most likely your best bet is to assume organic unless it's either, specficially, a dummy.rte unit or has the word 'robot' in the presetname.
Also, a much easier way of accomplishing what you're looking for would be to avoid using a dropship entirely, unless mobility is absolutely necessary.
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Tue Sep 20, 2011 10:46 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Soylent Clones
you could use the dropship and some inventory handing code pretty easily as well, with the added bonus of the whole floaty lines thing and the simplicity of clicking to open. You could bind WEAPON_FIRE to some neutral door's open/close (which I think is also done by WEAPON_FIRE) so that the doors closed while processing was happening.
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Tue Sep 20, 2011 10:50 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Soylent Clones
well sure but you can do such FUN stuff with mosrotatings and some glows
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Tue Sep 20, 2011 11:23 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Soylent Clones
True, but they don't have a controller so it'd have to be automatic. A conflict of preference I think.
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Tue Sep 20, 2011 1:11 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: Soylent Clones
Well, I think lua could decide if actors are organic based upon material. If the Actor's Material's PresetName has "Metal" in it, it's a robot, and if it has "Flesh" in it, it's a biological thingy. And if it has both, YOU WILL BE ASSIMILATED.
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Wed Sep 21, 2011 3:26 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Soylent Clones
Last I knew, and this may have changed, objects' materials aren't readable through Lua in any known way.
But, you could wound the stuff that it eats as it eats it, and then detect if any particles spawn nearby that have the word "blood" in their PresetName.
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Wed Sep 21, 2011 3:39 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Soylent Clones
Azukki wrote: Last I knew, and this may have changed, objects' materials aren't readable through Lua in any known way.
But, you could wound the stuff that it eats as it eats it, and then detect if any particles spawn nearby that have the word "blood" in their PresetName. Wait, how about detecting wounds? But maaaybe if you want to make an RA2 Grinder, then gibbing said actor and looking for blood or meaty giblets would probably be the proper way. And then there's some organic factions which doesn't bleed blood, like my Cordycs, so how'd you explain that? Another idea that would need a lot of work would be to make a 'master list' of all actors in existence (or the ones people play anyway) and sort them as grindable organicbags or grindable robotybits. A bit of trivia: Cordyc was originally supposed to only convert organic actors, but the robot/human problem makes it assimilate everything.
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Wed Sep 21, 2011 5:42 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: Soylent Clones
Grif wrote: basically the issue is determining whether any given actor is a human/robot
most likely your best bet is to assume organic unless it's either, specficially, a dummy.rte unit or has the word 'robot' in the presetname.
Also, a much easier way of accomplishing what you're looking for would be to avoid using a dropship entirely, unless mobility is absolutely necessary. I guess it's not absolutely necessary but it would be a plus. Having it do all but dummys and things with robot in the name would be fine actually since 90% of mods are humans in nifty armor anyway. Why would a dropship be a poor choice for such a thing? I thought it would work best because of mobility and because it can suck up and spit out actors. What else would I use? A bunker module or something? Although that would be pretty neat too other than the fact people would have to be "tricked" into going inside. The point of the dropship was to force things to be processed. Not just blindly walk into it. Also I think a gun or grenade that did this would be kinda silly.
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Thu Sep 22, 2011 12:33 am |
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