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 Auto Tunneler *Updated* 
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Joined: Sun May 31, 2009 1:04 am
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
Since everyone is so interested, here is the hidden frame:

Attachment:
TunnelDigger0165.png
TunnelDigger0165.png [ 124.61 KiB | Viewed 5489 times ]


The hidden frame in the .gif was a mishap from when I was messing with the tunneling particles during tests. I didn't realize that the Vector.Perpendicular had a magnitude equals to the original vector, so when I was experimenting with a faster tunneler the particles became further spaced out. I was going to make a .gif of it because it looked cool.

Apparently, when I was deleting the screen shots, I left VDub open and didn't realize it, so a frame stayed in my CC folder without me knowing. Oh well, I'll call it an easter egg xD

This isn't why the tunneler is slow. I could make it move faster, but I thought I'd slow it down for a bit of balance.


Mon Jul 26, 2010 12:59 am
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
Kyred wrote:
balance.

(balance = not as fun as overpowered)
what would I change to make it go faster?


Mon Jul 26, 2010 2:24 am
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
8/10
Smoother and less laggy are my only requests, otherwise fantastic.


Mon Jul 26, 2010 8:32 am
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
BioBen wrote:
8/10
Smoother and less laggy are my only requests, otherwise fantastic.


theres some commented out code in the TunnelDiggerPixel.lua that you can uncomment... but it brings up errors sometimes.


Mon Jul 26, 2010 7:32 pm
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
Very nice work. I haven't downloaded it yet, but i damn well will.

No bunker is safe.


Mon Jul 26, 2010 7:44 pm
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
matty406 wrote:
No bunker is safe.

*cough*unless the bunker has a certain AAL system in it*cough*


Mon Jul 26, 2010 8:56 pm
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Post Re: Auto Tunneler *Updated*
I've updated the script for the Auto Tunneler. It should produce less lag, now.

Also, I finally found a way around the RTTI error that was preventing me from coding in smooth turns. So now, the Auto Tunneler should no longer have ugly jagged turns. Look below for a comparison.

Left - New=========Right - Old
Image


Tue Jul 27, 2010 9:57 am
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
darkdoom wrote:
*cough*unless the bunker has a certain AAL system in it*cough*
Except now it won't, unless they changed to using something apart from just really hard materials since I last checked. Geti's IndestructiBlocks will probably survive, though, unless the erasure zone is quite a few pixels in width.


Tue Jul 27, 2010 10:25 am
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Post Re: Auto Tunneler *Updated*
I applaud your skills, Kyred.
If dynamic campaign gets invented tomorrow, this would still the better .rte these month.


Tue Jul 27, 2010 6:02 pm
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Post Re: Auto Tunneler - Modding Theme Entry: Burrowing
411570N3 wrote:
darkdoom wrote:
*cough*unless the bunker has a certain AAL system in it*cough*
Except now it won't, unless they changed to using something apart from just really hard materials since I last checked. Geti's IndestructiBlocks will probably survive, though, unless the erasure zone is quite a few pixels in width.

Ok... lemme just see if it can dig through the blocks... I think it will just go around it, since I think the block itself is an attachment which is invincible... I could be wrong though.

Image
:3 as you can see, it just drops when it encounters the blocks and then it keeps going... making no damage to them whatsoever!
Gentlemen... make your base out of these to ensure safety! (as long as you dont wish to walk in your base...)


Tue Jul 27, 2010 9:17 pm
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Data Realms Elite
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Post Re: Auto Tunneler *Updated*
These blocks are attachments, so no digging through them.

And the digger is completely harmless. ( I have walked in front, and into the tunneler beam )


Tue Jul 27, 2010 10:14 pm
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Post Re: Auto Tunneler *Updated*
10/10 It was Amazing before the update and after it its even better theres no more rough edges :D


Tue Jul 27, 2010 10:42 pm
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Post Re: Auto Tunneler *Updated*
The contest is over, you don't need to rate this anymore.

Oh, and Kyred, hurry up and pick the next theme/you prize.


Tue Jul 27, 2010 10:44 pm
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Post Re: Auto Tunneler *Updated*
I can't seem to make it work.
I'd fire it hold down the fire button and nothing. [except a blinking red particle which i presume is the tracer floating up towards the heavens.]


Wed Jul 28, 2010 2:29 am
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Post Re: Auto Tunneler *Updated*
dragonxp wrote:
I can't seem to make it work.
I'd fire it hold down the fire button and nothing. [except a blinking red particle which i presume is the tracer floating up towards the heavens.]


while hoing down, use wasd to move... the dot is an actor. when your done (or when it doesnt want to move anymore), just release the fire button.


Wed Jul 28, 2010 4:47 pm
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