Data Realms Fan Forums http://forums.datarealms.com/ |
|
Mobility V11 [Quick fix II] http://forums.datarealms.com/viewtopic.php?f=61&t=25493 |
Page 9 of 9 |
Author: | Izak12 [ Mon Feb 11, 2013 1:54 am ] |
Post subject: | Re: Mobility V9 |
Mehman wrote: Maybe some CastObstacleRays that are still written the old way, I haven't looked into it yet but I will have some free time this week. Also the soldier of my experimental weaponry pack uses a much simpler version of this to move with a bit more agility than the average clone. OMG did you use a script to make them move like that?? can people use your walk path or whatever if they credit you???? |
Author: | Foa [ Mon Feb 11, 2013 3:16 am ] |
Post subject: | Re: Mobility V9 |
Ha ha ha ha, if only walkpaths could actually do that. Also, don't go crazy making some demon agglomeration of several disjunct mods, it usually ends in tears, or incoherence. |
Author: | Mehman [ Mon Feb 11, 2013 4:14 pm ] |
Post subject: | Re: Mobility V9 |
Izak12 wrote: Mehman wrote: Maybe some CastObstacleRays that are still written the old way, I haven't looked into it yet but I will have some free time this week. Also the soldier of my experimental weaponry pack uses a much simpler version of this to move with a bit more agility than the average clone. OMG did you use a script to make them move like that?? can people use your walk path or whatever if they credit you???? Yes I use a script, and yes anyone is free to use/modify it if they credit me, as for any of my scripts. Edit: Updated for 1.0, please report any bugs you may find. |
Author: | sproginator [ Mon Feb 11, 2013 11:00 pm ] |
Post subject: | Re: Mobility V9 [now compatible with 1.0] |
My characters are unable to run like they do in the videos, And roll, Jump and kicking works, I think. I don't know about the rest |
Author: | Izak12 [ Tue Feb 12, 2013 12:23 am ] |
Post subject: | Re: Mobility V9 |
Mehman wrote: Izak12 wrote: Mehman wrote: Maybe some CastObstacleRays that are still written the old way, I haven't looked into it yet but I will have some free time this week. Also the soldier of my experimental weaponry pack uses a much simpler version of this to move with a bit more agility than the average clone. OMG did you use a script to make them move like that?? can people use your walk path or whatever if they credit you???? Yes I use a script, and yes anyone is free to use/modify it if they credit me, as for any of my scripts. Edit: Updated for 1.0, please report any bugs you may find. Only bug is when you lose your legs and try to hit the W key (Up) a red line appears across the screen, other than that the jetpack guy doesnt run but he rolls well enough, but still moves slowly. jetpack does work without any probs though. how can I make it so by default my troops are using your movement script? where do I add the script? I want them to all move like how you have your runner. and which values dictate how high the jump is in the lua? |
Author: | Mehman [ Tue Feb 12, 2013 1:58 pm ] |
Post subject: | Re: Mobility V10 [Quick fix] |
I forgot a ray in soldierjet.lua, which caused some errors, I just uploaded a fix for this, So for all those who downloaded the 1.0 version, please download the new one (V11). I also added a few comments in the create function of the lua files that should help you understand and modify the variables to your liking. self.JumpVel is the variable which determines how high you jump. if you think the soldier is too slow just increase self.vel and self.acc(not too much however or it may have wierd results). To use the script on other actors add this line to their ini file: ScriptPath = Something.rte/path to the script/Soldier.lua SoldierJet.lua is for the jetpack version. Edit: new quick fix: no more red line |
Author: | TheFunsizeNinja [ Tue Oct 01, 2013 1:11 am ] |
Post subject: | Re: Mobility V11 [Quick fix II] |
Noob here, how do I attach the code to other soldiers? |
Author: | bioemerl [ Sat Mar 08, 2014 4:39 am ] |
Post subject: | Re: Mobility V11 [Quick fix II] |
Popping in here to say I absolutely agree, any mod that even tries to make all units move better, even if it destroys base.rte, will be an instant-download for me. |
Author: | Mr_Rainbow [ Sat Mar 08, 2014 5:31 am ] |
Post subject: | Re: Mobility V11 [Quick fix II] |
bioemerl wrote: Popping in here to say I absolutely agree, any mod that even tries to make all units move better, even if it destroys base.rte, will be an instant-download for me. This is sorta necro what you did, but it's kinda a compliment, so its up to our Overlords. (If you like mobility mods try New World Industries. Has once that's mobile as hell.) ------------------------------------------------------------------------------------ Anyways this is a great mod. Maybe Data will/has gotten some ideas for this to add to the base. That would be amazing. No bugs to report at this time. Keep the good work up! |
Author: | sproginator [ Sun Mar 23, 2014 1:53 am ] |
Post subject: | Re: Mobility V11 [Quick fix II] |
Yeah, How do you attach it to other actors? |
Author: | Asklar [ Sun Mar 23, 2014 4:29 am ] |
Post subject: | Re: Mobility V11 [Quick fix II] |
Install the mobility mod, and in the main folder it has 2 scripts: Soldier.lua and SoldierJet.lua. You can do it in one of the 2 following ways: 1) Simply add ScriptPath = Mobility.rte/SoldierJet.lua (use the jet one if the actor has jetpack, else use the other one) to the code of the actor. Little example in spoiler: Downside is that you must have the mod installed and active (with the .rte in the end of the folder). 2) Copy either file into the mod you want to have the actor with higher mobility to, and then repeat what is done in the spoiler. Change ScriptPath accordingly (i.e., ScriptPath = TheNameOfTheModWhereYouWannaUseTheScript.rte/FolderWhereTheScriptIs/Soldier.lua) That should do it. Mr_Rainbow wrote: (If you like mobility mods try New World Industries. Has once that's mobile as hell.) Interestingly, the script used for mobility on my guys in that mod were also created by Mehman. He's a damn good programmer if you ask me. Shame he doesn't log in anymore. |
Page 9 of 9 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |