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 Orbit Lands - It's gravitationally delicious! 
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Joined: Wed Dec 13, 2006 5:27 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Its x and y would have to be the offsets from the object itself... What those are I'm not sure. I'll check later, but it should be in Orbit.rte/Moon.ini.


Thu Jan 01, 2009 3:38 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Well the only thing that could be the issue from what I can see is the if statement

if not particle.ID == moon.ID then

The gravitate function works on particles, except when inside of that if statement. Is there any other way to check the particle. Maybe with a continue statement?

if particle.ID == moon.ID then
GravitateMovableObject(particle,1500,1500,gravity,0,3000);
Continue;
end
GravitateMovableObject(particle,moon.Pos.X,moon.Pos.Y,10,0,1000);

I'm thinking that might work, as the particle.ID == moon.ID statement seems to work. But no continue statement in LUA?


Thu Jan 01, 2009 3:48 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Just got the moon gravity to work

if particle.ID == moon.ID then
GravitateMovableObject(particle,1500,1500,gravity,0,3000);
else
GravitateMovableObject(particle,moon.Pos.X,moon.Pos.Y,10,0,1000);
end

That makes all particles attracted the moon. Now for some tweaking


Thu Jan 01, 2009 3:56 am
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Post Re: Orbit Lands - It's gravitationally delicious!
I made a scene for this level, and I thought it was quite good, so I decided to share with you all. I hope TLB won't mind.

Attachment:
Globe Fortress.PNG


It doesn't include units by default, I just wanted to show where things go and such.

If you'd rather not overwrite the ini then you can copy paste the code from here into any ini file in Orbit.rte.

It's got low gravity and x-wrapping.

This is for skirmish, by the way.


Sat Jan 03, 2009 5:42 pm
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Joined: Wed Dec 24, 2008 5:14 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
@Kilgannon: I like the idea (huge bunkers are a hobby of mine :)) but the application is a little confusing. The AI has trouble with the slopes and the gap in the platform, plus it would be very hard for it to enter even if it was unguarded (door underneath or barricades). Yet there is no obvious placement for a second brain so it's probably meant to be a single player map right?

Still, It's lay out is good, and it saves me a large amount of time building my own bunker if I just want a quick game. Definitely keeping it in the orbit folder

Note: I can't say how TLB feels about it, but If someone was to post a variation on one of my scenes, I would like to be PMed, even if I would give an automatic yes. From your post I gather you didn't? (Just something to think about for future reference)


Sun Jan 04, 2009 11:48 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
It's okay. I would have been concerned if it was in his own topic, but he posted it within the Orbit topic. Also, if I didn't put into the first post that anybody can use this for their own mod - I meant to, but was too tired/lazy to :P
Thanks for trying to keep everyone happy anyway, GopherLemming :)


Mon Jan 05, 2009 5:15 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Nice map, Kilgannon, reminds me of Death Star XD


Mon Jan 05, 2009 12:37 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
If it isn't possible to walk around the planet, maybe it is possible to get the map or the camera to rotate and stay aligned with the body you are currently using?


Sat Jan 10, 2009 8:55 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
Simple answer: Nope.


Sat Jan 10, 2009 9:43 pm
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Post Re: Orbit Lands - It's gravitationally delicious!
Reason I haven't been updating is that I'm working on an actor that would function perfectly fine here. 'course, most of why it's taking so long is 'cause I'm lazy~


Sun Jan 11, 2009 12:26 am
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Post Re: Orbit Lands - It's gravitationally delicious!
wth are you planning on doing? can ACRockets have walkpaths or something?


Sun Jan 11, 2009 1:11 am
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Post Re: Orbit Lands - It's gravitationally delicious!
ProjektODIN wrote:
Simple answer: Nope.



Reason? Because CC uses a relatively simple engine which preforms a crapton of processes. Sadly, there are some basic ones that must be the same, like the alignment of actors in relativity to the gravity. With the current engine and capabilities of Lua, it is impossible to make something that lets one actor align differently then the other- technically. Some loophole might be found, but for now, no, it can't be made.


Sun Jan 11, 2009 4:03 am
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Post Re: Orbit Lands - It's gravitationally delicious!
Geti wrote:
wth are you planning on doing? can ACRockets have walkpaths or something?

It wouldn't work anyway because it would scuttle.


Sun Jan 11, 2009 8:27 am
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Post Re: Orbit Lands - It's gravitationally delicious!
why would it do that?


Sun Jan 11, 2009 9:29 am
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Post Re: Orbit Lands - It's gravitationally delicious!
If your rocket walks to the bottom of the planet, it is up-side down, which causes every craft in CC to explode after flashing a few times.


Sun Jan 11, 2009 1:57 pm
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