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 Loop through all MOSRotatings? 
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Joined: Sat Jun 19, 2010 5:02 pm
Posts: 331
Location: Mekkan
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Post Loop through all MOSRotatings?
How do you loop through all the MOSRotatings (well, anything with a sprite, like limbs, guns, grenades, etc.) on the map? Because I'd like to check if they're in a box and if so gib them.


Tue Aug 16, 2011 4:07 am
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Joined: Sat Jun 19, 2010 5:02 pm
Posts: 331
Location: Mekkan
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Post Re: Loop through all MOSRotatings?
Found it myself. In the mission Citadel, the dart's Lua uses it.
Code:
   for i = 1 , MovableMan:GetMOIDCount() - 2 do
      part = MovableMan:GetMOFromID(i);
      if part.ClassName ~= "MOPixel" then
         part = ToMovableObject(part);
         
         if part ~= nil then
            
            --Do stuff in here with it
            
         end
         
         
      end
   end


Assuming self in this script is an MOSRotating that's pinned and can't collide with things, how do you check if the part is inside the boundaries of yourself?


Oh, and is it possible to make an MOSRotating "On top"; as in it gets drawn after everything else it can?


Thu Aug 18, 2011 4:21 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Loop through all MOSRotatings?
To check for location extremely simply, set up a Box.

It's literally constructed just like that:
self.box = Box(Vector(pointx,pointy),Vector(pointx,pointy));

Then, just do self.box:WithinBox(part) or whatever you need.

Also, the draw order stacking is hardcoded, unfortunately.

Craft are always above actors which are always above guns which are always above magazines which are always above loose particles.


Thu Aug 18, 2011 2:28 pm
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