View unanswered posts | View active topics It is currently Tue Dec 10, 2019 11:49 pm



Reply to topic  [ 103 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7
 Lifts - Yes thats right Update 1.10 Final. 
Author Message
User avatar

Joined: Sun May 16, 2010 3:04 am
Posts: 52
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Oh damn. I didn't know this existed. This would be awesome for my deep-deep bases...and this is MUCH better than those "Lift fields". I've come across one or two elevator mods, but they don't work anymore. What was the most recent CC version this worked with? (Knowing that might help you find why it broke)


Thu May 15, 2014 4:23 am
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
I don't think there are any lift mods beyond this, as for those lift fields i think i've seen those.. as for when it last work the version that it was release for? I don't know I've kinda been away since then.


Thu May 15, 2014 4:45 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
First things first, does the console print errors?

If it does, start fixing it through there.


Thu May 15, 2014 4:54 am
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Asklar wrote:
First things first, does the console print errors?

If it does, start fixing it through there.

Its printing but i suspect you mean print to .txt file? i don't know that command.



Eh, I forgot how small theses modules are compared to the normal ones.


Thu May 15, 2014 5:06 am
Profile
User avatar

Joined: Sun May 16, 2010 3:04 am
Posts: 52
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Well here's one that I actually have. It's a module that is supposed to be an elevator. It's never worked for me, and I know it's probably from way back (B23 or so)

The module is pretty much just a huge shaft...and it's clear from looking in the file that there's supposed to be a large platform that goes up and down. (There's around 50 image files, each one with the platform like a pixel or 2 higher...clearly it's meant to play in animation)

In fact. Now that I look at it; it seems to be entirely missing any script/lua file to make it functional.


Attachments:
File comment: Elevator module. Never worked for me
Elevator.rte.zip [812.6 KiB]
Downloaded 92 times
Thu May 15, 2014 5:11 am
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Apollon wrote:
Well here's one that I actually have. It's a module that is supposed to be an elevator. It's never worked for me, and I know it's probably from way back (B23 or so)

The module is pretty much just a huge shaft...and it's clear from looking in the file that there's supposed to be a large platform that goes up and down. (There's around 50 image files, each one with the platform like a pixel or 2 higher...clearly it's meant to play in animation)

Now i remember that was called the terrain "lover" because it would damage everything else it, i totally forgot about that.


Thu May 15, 2014 5:14 am
Profile
User avatar

Joined: Sun May 16, 2010 3:04 am
Posts: 52
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Yea. It looks like yours works on a similar principle, but avoided the problem by having actors disappear into the pod, and reappear once it's done moving. Clever.


Thu May 15, 2014 5:23 am
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Apollon wrote:
Yea. It looks like yours works on a similar principle, but avoided the problem by having actors disappear into the pod, and reappear once it's done moving. Clever.


yeah, strangely enough my idea came from roof ladders of all things and being annoyed that people thinking it was a bad idea.. i still think its a pretty good idea.


Thu May 15, 2014 5:29 am
Profile

Joined: Fri Sep 10, 2010 1:48 am
Posts: 662
Location: Halifax, Canada
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Ahem, shamless plug.
If any of the other mods don't work it has to do with raycast issues. You can probably try sticking in -1 as the fourth argument for anything that ends in ray. If I'm not remembering wrongly, that'll make it only ignore noteam actors.


Thu May 15, 2014 5:55 am
Profile
User avatar

Joined: Sun May 16, 2010 3:04 am
Posts: 52
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
That's good work, no doubt... but I'm always drawn to things that are more...mechanical. I don't tend to use teleporters or those "lift fields", no matter how awesome. Of course, that way might be the ONLY viable way in CC.


Thu May 15, 2014 6:01 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
As BadBoy said, it's simply that when no friendly fire was introduced, all the ray casting functions got an additional argument that is which team to ignore. That's probably the only thing that breaks older scripts.

And no, Sims_Doc, when I say printing error I just mean if errors are shown in the console. Saving the text to a file isn't really necesary, unless you think you are recieving multiple errors at once and you want to debug with more calm.

To print the content of the console to a file you use ConsoleMan:SaveAllText("LuaConsole.txt").


Thu May 15, 2014 6:08 am
Profile

Joined: Thu Nov 22, 2012 12:00 am
Posts: 27
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Yeah

This doesn't work anymore :(


Sun May 25, 2014 12:00 pm
Profile
User avatar

Joined: Fri Aug 20, 2010 4:45 am
Posts: 911
Location: No Comment.
Reply with quote
Post Re: Lifts - Yes thats right Update 1.10 Final.
Necromonger wrote:
Yeah

This doesn't work anymore :(

I did mention that fairly recently in this thread, its either this page of the last page..


Sun May 25, 2014 1:37 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 103 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.024s | 14 Queries | GZIP : Off ]