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 Remnants of the Mu-Ilaak version 7.0 for CC B31 [03JAN15] 
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Joined: Mon Oct 11, 2010 1:15 pm
Posts: 594
Location: Finlandia
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Post Re: Remnants of the Mu-Ilaak [WIP]
I could take a look at the crab-morph/regen script. I have an idea in my head how it could work.

Also, the sprites need more orange and blue, and less pure red.

EDIT: The weapons need more originality. But since it's a WIP, I guess it's something you're working on.

Also, I'm not a fan of predator sounds when I switch between weapons. Switch sounds should never be changed into a sound longer than one second.


Sat Jul 14, 2012 6:54 pm
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Joined: Tue Jul 03, 2012 9:44 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
I always thought of the sentry as a guard because of its name...


Sat Jul 14, 2012 7:42 pm
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Joined: Sat Oct 22, 2011 8:07 pm
Posts: 149
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Post Re: Remnants of the Mu-Ilaak [WIP]
Here:
Attach this script to the troopers:
Code:
function Destroy(self)
        local a = CreateAHuman("Example Crab"); --Name of the ACrab goes here
   a.Pos = self.Pos;
   a.Vel = Vector(0,0);
   a.Team = self.Team;
   MovableMan:AddMO(a);

end


And this one to the ACrab:
Code:
function Create(self)
   self.Timer = Timer();
end

function Update(self)
   if self.Timer:IsPastSimMS(6000) then --Time it takes to regenerate
      local a = CreateAHuman("Example AHuman"); --Name of the AHuman goes here
      a.Pos = self.Pos;
      a.Vel = Vector(0,0);
      a.Team = self.Team;
      MovableMan:AddMO(a);
      self:GibThis();
   end

end



Sun Jul 15, 2012 9:55 am
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Joined: Mon Oct 11, 2010 1:15 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
I was making a slightly neater script that makes the crab spawn from the actor's head instead of the actor. It doesn't seem to want to spawn on the right team though, it always turns to gaia. :???:


Sun Jul 15, 2012 2:19 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
Have you tried setting the "Team" attribute of the ACrab to that of the AHuman as in my script?


Sun Jul 15, 2012 2:37 pm
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Joined: Fri Sep 10, 2010 1:48 am
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Location: Halifax, Canada
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Post Re: Remnants of the Mu-Ilaak [WIP]
If you want to change the crab's position to the head shouldn't you just be able to use a.Pos = self.Head.Pos? Then you can delete the head after making the crab. You'd have to check if the actor still has a head but since the crab comes from the head you'd want to do that anyway before spawning the crab.
You shouldn't have to do ToAHuman I think, since self is clearly an ahuman and the head is a defined property for AHumans (along with legs and arms).


Sun Jul 15, 2012 5:43 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
I don't think there's a self.Head.Pos available to use in scripts.

I applied the script on the head instead, since you can check the actor (and it's team) from it's root.

For some reason though, even though I defined the team to be on the actor's side, it still spawns as -1.


Sun Jul 15, 2012 6:26 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
Yep there is a .Head.Pos, I just tested it. .Pos just tells you where something is, it's a property of SceneObject which is essentially the parent for everything (at least according to the wiki) so pretty much everything in the game that's lua accesible has it.
As for the team, have you tried printing what the rootid's team is to make sure it's getting it right?


Sun Jul 15, 2012 7:19 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: Remnants of the Mu-Ilaak [WIP]
And why don't you just place the script on the actor? It should be easier that way.

And, for the thing of the head, you could make the head gib when the actor's health is < 1, and make the script run when it detects that the head is gibbed, to create the desired effect.


Sun Jul 15, 2012 9:43 pm
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Joined: Thu Jun 21, 2012 3:38 pm
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Location: On a little island called Puerto Rico
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Post Re: Remnants of the Mu-Ilaak [WIP]
4zK wrote:
I could take a look at the crab-morph/regen script. I have an idea in my head how it could work.

Also, the sprites need more orange and blue, and less pure red.

EDIT: The weapons need more originality. But since it's a WIP, I guess it's something you're working on.

Also, I'm not a fan of predator sounds when I switch between weapons. Switch sounds should never be changed into a sound longer than one second.


-you know that I looked at the concept art and it does look more orange then red. Ill fix it.

-dont worry, better weapons will be on there way

-Its actualy a Raptor sound effect from my favorite movie. Ill cut down the effect to one sec, ass you wish.

Thank you The Chairman. Im applying the code now.

4zK wrote:
I don't think there's a self.Head.Pos available to use in scripts.

I applied the script on the head instead, since you can check the actor (and it's team) from it's root.

For some reason though, even though I defined the team to be on the actor's side, it still spawns as -1.


I dont know alot about lua but i think i can read it and there's a part in the medic drone.lua that mentioned something about self.head position thingy to emit the healing cross over other actors head I hope that helps with your code.


Mon Jul 16, 2012 3:36 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
I think the medic drone script used something like HudPos instead. Regardless, I was not aware of the head thing. Neat, I guess. :???:


Mon Jul 16, 2012 4:36 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
No problem, I'm glad I could help^^


Mon Jul 16, 2012 5:10 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
The Chairman wrote:
No problem, I'm glad I could help^^



Um.. I think that I have A problem with the script you attach to the Ahuman. If I place your script, then they wont Have HumanAI Scripts so they will be :???: . Also when I did use the script It did not work. the one you attach to the ACrab is fine and it works like a Charm.


Tue Jul 17, 2012 8:32 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
If I'm not wrong, when the actor dies (hp < 1) without being gibbed, the Destroy function isn't triggered.

Modyfing the same code a bit should work:

Code:
function Update(self)
        if self.Health < 1 or self:IsDead() then
        local a = CreateACrab("Example Crab"); --Name of the ACrab goes here
   a.Pos = self.Pos;
   a.Vel = Vector(0,0);
   a.Team = self.Team;
   MovableMan:AddActor(a);
        end
end



Last edited by Asklar on Tue Jul 17, 2012 11:52 pm, edited 1 time in total.



Tue Jul 17, 2012 8:38 pm
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Joined: Thu Jun 21, 2012 3:38 pm
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Post Re: Remnants of the Mu-Ilaak [WIP]
Asklar wrote:
If I'm not wrong, when the actor dies (hp < 1) without being gibbed, the Destroy function isn't triggered.

Modyfing the same code a bit should work:

Code:
function Update(self)
        if self.Health < 1 or self:IsDead() then
        local a = CreateAHuman("Example Crab"); --Name of the ACrab goes here
   a.Pos = self.Pos;
   a.Vel = Vector(0,0);
   a.Team = self.Team;
   MovableMan:AddMO(a);
        end
end



is there a way to put this script without removing the HUman AI script


Tue Jul 17, 2012 8:41 pm
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