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 Remote Elimination of Targets & Recon Drone Support 8/12/12 
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Joined: Wed Mar 03, 2010 11:29 pm
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Is there any way to make their bullets not hit each other?
I'm also having some issues with floating wounds and the drones firing randomly into the air.


Mon Jun 07, 2010 4:53 am
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Data Realms Elite
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Probably not.
That is a glitch.
And they fly because they don't want to collide with person next to them... it is a buggy fail-safe to avoid the buggy moid collisions even though they cannot collide with each other.


Mon Jun 07, 2010 5:41 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Foa wrote:
Probably not.
That is a glitch.
And they fly because they don't want to collide with person next to them... it is a buggy fail-safe to avoid the buggy moid collisions even though they cannot collide with each other.


I quite like the way they do that. When you drop them in a group they fly to the enemy base and rain lasery death from above rather than marching straight into the defenses. Shame there's so much friendly fire involved, that you can't fix without having the bullets travel straight through the enemy aswell. Unless that's something you can script, probably by checking the distance of a shot to an enemy actor and when its below a certain distance HitsMOs is set to 1. That's wild speculation though, I'd need someone to clarify if its possible.


Mon Jun 07, 2010 7:09 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
They also fire at each other on occasion. Anti-MOID limit failsafe?


Mon Jun 07, 2010 7:46 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Collective wrote:
They also fire at each other on occasion. Anti-MOID limit failsafe?

Nope, I have no idea why that happens, but there's usually lots of floating wounds that accompany it. I think the game has some sort of limit exceeded, so try not to use too many at once.


Mon Jun 07, 2010 7:52 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
They are probably trying to shoot the floating wounds...


Mon Jun 07, 2010 7:55 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Geti wrote:
Foa wrote:
Geti, help this guy out
I need to know what he wants help with before I can do that.

I can't think of much that needs doing, other than what I mentioned above.


Mon Jun 07, 2010 8:41 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
You could do that, but it'd lag if you've got a lot of particles.
Code:
function Create(self)
 local curdist = 100; --only check within 100 px.
 for actor in MovableMan.Actors do
  local dist = (actor.Pos - self.Pos).Magnitude
  if dist < curdist then
   curdist = dist;
   self.parent = actor;
  end
 end
 self.saveTeam = self.parent.Team; --set our team to the closest actor
 self.switch = false; --used to prevent _too_ much drain on old particles
end

function Update(self)
 if not self.switch then --turn off the check once we've been activated.
  for actor in MovableMan.Actors do --iterate through all the actors
   if actor.Team ~= self.saveTeam then --once there's one that isnt on our team
    if (actor.Pos - self.Pos).Magnitude < 50 then --that's closeby
     self.HitsMOs = true; --turn on hitsmos
     self.switch = true; --set the switch so we don't keep doing all this iteration
     break --and break the loop
    end
   end
  end
 end
end
should do it, but as I said, it'll lag with more particles and more actors :\ tell me if I've made a typo somewhere


Mon Jun 07, 2010 9:09 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
An update should be due soon, which includes a very cheap drone that has gone rouge. It shoots at anything, be it friendly or foe, has a green eye and makes freakier shreaking noises and laughs at your pain.

Geti wrote:
You could do that, but it'd lag if you've got a lot of particles.
should do it, but as I said, it'll lag with more particles and more actors :\ tell me if I've made a typo somewhere

It seems to have no effect, and I've made it so the bullets have HitMOs = 0 by default. I can't find any typos either. I'm pretty sure I've done the right thing, its HitMOs.lua in the Hover.rte. By looking at other mods it doesn't seem as if I need to call it somehow or specify the fact it exists. Have I missed something?


Mon Jun 07, 2010 11:32 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Code:
ScriptPath = Hover.rte/HitsMOs.lua
plonk that into the bullet definition.


Mon Jun 07, 2010 11:50 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
I tried to use this updated version on Dummy Assault by deploying 15 drones at the same time, because I had tried the first version with 40 drones deployed in waves of 5. While still throwing them, they suddently started to shoot each other, injuring the deploying soldier in the process, who was evacuated to my bunker. Sadly, drones has somehow managed to destroy the door engine, making it to drop down, preventing the soldier to escape into safety. After the mindless shootout, the drones started to go towards the enemy bunker, however, one retard decided that it would be pretty nifty to commence an underground attack to the dummy bunker right from my own. So he took out the digger, hopped into my bunker, dug the poor soldier into gibs and proceeded with his digging tool blazing towards my brains. Before I could save the day with a controllable drone, a sound of glass breaking came from my speakers, and screen flashed "FAIL".
After this loss, I gave it another shot.
30 drones were deployed in waves of 5, for the safety of me, and for safety of others, dummies and dreds excluded. During the mission, the drones proved that they had earned their name by digging each other into pieces and some fell into the deep shaft in the first part of the dummy bunker. I decided to pay no more attention to them, and concentrated on those deeper in the enemy bunker. When the first 20 drones were reduced to 2, one still trapped in the shaft mentioned earlier, and another one proving he is worthy of his name, I had to order the last 10 drones to aid them, in one way or other. 5 drones were deployed, and I waited a while for them to march forward, and noticed that there were 7 out in the field. The trapped one had managed to get out of the pit that had claimed the lives of 3 of his friends. He probably killed them himself, but anyway. He started to dig with his digger a way to the dummy controller, when a reinforcement drone came and dug his digger into bits. Pissed without his digger, he jumped out of the little hole and started to dig a new one using a shovel. Yes, a shovel. He had taken it from the pit of doom as a memento, perhaps. Some time later, the mission ended in victory for me. Again. Thanks to these buddies.

Phew, I sure typed a lot about this. I should do more mission raports sometime. But anyway, commenting the sounds these little guys make, has anyone else noticed they sound like Striders from Half-Life 2?


Mon Jun 07, 2010 12:33 pm
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Geti wrote:
Code:
ScriptPath = Hover.rte/HitsMOs.lua
plonk that into the bullet definition.

Ah yes, had to be missing something.

Annoyingly however, it still doesn't seem to be working.

Code:
AddAmmo = Round
   PresetName = Round Hover
   ParticleCount = 2
   Particle = MOPixel
      PresetName = Particle Hover
      ScriptPath = Hover.rte/HitsMOs.lua
      Mass = 0.25
      RestThreshold = 500
      LifeTime = 1000
      Sharpness = 3
      HitsMOs = 0
      GetsHitByMOs = 0
      Color = Color
         R = 255
         G = 255
         B = 255
      Atom = Atom
         Material = Material
            CopyOf = Bullet Metal
         TrailColor = Color
            R = 255
            G = 50
            B = 50
         TrailLength = 25
      ScreenEffect = ContentFile
         FilePath = Hover.rte/Images/Laserglow.bmp

I was paranoid that location had an effect, so I tried the line in several different places and of those that didn't give me an error message, none worked.


Mon Jun 07, 2010 1:20 pm
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Hmm, that code is a little iffy ( Secifically, the non-specific actor detection thing ) , but ♥♥♥♥ it, you know better.

Squeegy, he means the MOPixel ( The actual Bullet ) , not the Ammo ( What you did ) .


Mon Jun 07, 2010 3:11 pm
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
I just wanted to say that this is really well done. I love the complex and diverse sound effects as well. All together a very well done mod. Their path finding is quite good in all but the most complex environments, and are generally pretty effective. I really feel for these guys when they die. They sound so forlorn and dissapointed at the world (and even sometimes surprised) when they die.

PS I actually kind of like how they "quickdraw" in the direction they're being shot from sometimes, even if it's friend and not foe. Adds an interesting dynamic.


Tue Jun 08, 2010 1:35 am
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Post Re: Remote Elimination of Targets & Reconnaissance Drone Support
Foa wrote:
Hmm, that code is a little iffy ( Secifically, the non-specific actor detection thing ) , but ♥♥♥♥ it, you know better.

Squeegy, he means the MOPixel ( The actual Bullet ) , not the Ammo ( What you did ) .

Isn't the definition of the MOPixel what's nested inside of the Round definition?


Tue Jun 08, 2010 4:11 am
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