Data Realms Fan Forums
http://forums.datarealms.com/

Lifts - Yes thats right Update 1.10 Final.
http://forums.datarealms.com/viewtopic.php?f=61&t=21377
Page 7 of 7

Author:  Apollon [ Thu May 15, 2014 4:23 am ]
Post subject:  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)

Author:  Sims_Doc [ Thu May 15, 2014 4:45 am ]
Post subject:  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.

Author:  Asklar [ Thu May 15, 2014 4:54 am ]
Post subject:  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.

Author:  Sims_Doc [ Thu May 15, 2014 5:06 am ]
Post subject:  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.

Author:  Apollon [ Thu May 15, 2014 5:11 am ]
Post subject:  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 99 times

Author:  Sims_Doc [ Thu May 15, 2014 5:14 am ]
Post subject:  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.

Author:  Apollon [ Thu May 15, 2014 5:23 am ]
Post subject:  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.

Author:  Sims_Doc [ Thu May 15, 2014 5:29 am ]
Post subject:  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.

Author:  Bad Boy [ Thu May 15, 2014 5:55 am ]
Post subject:  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.

Author:  Apollon [ Thu May 15, 2014 6:01 am ]
Post subject:  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.

Author:  Asklar [ Thu May 15, 2014 6:08 am ]
Post subject:  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").

Author:  Necromonger [ Sun May 25, 2014 12:00 pm ]
Post subject:  Re: Lifts - Yes thats right Update 1.10 Final.

Yeah

This doesn't work anymore :(

Author:  Sims_Doc [ Sun May 25, 2014 1:37 pm ]
Post subject:  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..

Page 7 of 7 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/