View unanswered posts | View active topics It is currently Thu Mar 28, 2024 10:53 am



Reply to topic  [ 89 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
 Lua 
Author Message
User avatar

Joined: Wed Dec 26, 2007 6:33 am
Posts: 1743
Location: Trapped in UCP. Send help.
Reply with quote
Post Re: Lua
I'd be more interested in walls that allowed you to walk on them. Matrix anyone?


Sun May 18, 2008 9:40 pm
Profile WWW
User avatar

Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Reply with quote
Post Re: Lua
Hehe. I can picture trying to make one, and having it just smash the actor against the wall while you activate jetpack.

If you could change gravity's affect on specific objects, you could do that.


Mon May 19, 2008 12:16 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Lua
That wouldn't do it. You'd just end up with an actor pelvic-thrusting against the wall. To get that to really work, you'd have to figure out a way to break the engine's laws about rotation in actors.


Mon May 19, 2008 2:05 am
Profile
User avatar

Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Reply with quote
Post Re: Lua
Grif wrote:
That wouldn't do it. You'd just end up with an actor pelvic-thrusting against the wall. To get that to really work, you'd have to figure out a way to break the engine's laws about rotation in actors.


Or you could probably set the rotation using lua which I assumed was possible as it seems like a pretty basic function.


Mon May 19, 2008 3:03 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Lua
You don't even need Lua to set rotation.

Just, the game crashes if you manually assign a rotation of 90 degrees or more to an actor. Sure, Lua can do it; if you don't mind the game crashing.


Mon May 19, 2008 3:47 am
Profile
User avatar

Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
Reply with quote
Post Re: Lua
Grif wrote:
You don't even need Lua to set rotation.

You do, to do it in game.


Mon May 19, 2008 4:49 am
Profile

Joined: Fri Mar 16, 2007 1:28 pm
Posts: 328
Location: Finland
Reply with quote
Post Re: Lua
About those boost pads, it is easy to make acceleration bunkermodules even now. If a material has a negative friction that is less than the negated friction of a rubber boot, the actors will speed up on the surface. If the material's friction is same as the rubber boot´s negated friction, then it will act as ice.

On with ontopic:
Yeah, gravity wells that change the direction of gravity and the rotation of the body would sure be interesting.
An actor walking in a round room, changing the rotation and gravity by a degree on every step.

I have been thinking about trying to script antigravity elevator as my first Lua mod.
A one that does not rotate the actor, of course. You know, easier movement around bunker. Just step in and let the mild flow take you up.
Also I am interested about experimenting with background objects combined with hittest combined with custom keys.
In other words, "use" key. Like, press E to use the object you are colliding with. Like a button for example.


Mon May 19, 2008 6:32 am
Profile
User avatar

Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
Reply with quote
Post Re: Lua
AtomicTroop wrote:
Also I am interested about experimenting with background objects combined with hittest combined with custom keys.
In other words, "use" key. Like, press E to use the object you are colliding with. Like a button for example.


You're stealing ideas from my brain!


Mon May 19, 2008 3:06 pm
Profile
User avatar

Joined: Mon Mar 26, 2007 1:15 am
Posts: 593
Location: UK
Reply with quote
Post Re: Lua
Lord Tim wrote:
AtomicTroop wrote:
Also I am interested about experimenting with background objects combined with hittest combined with custom keys.
In other words, "use" key. Like, press E to use the object you are colliding with. Like a button for example.


You're stealing ideas from my brain!


I'm pretty sure that's a fairly basic idea that virtually everyone has had.

A few of my ideas I plan to attempt:

Background elevators to move between two floors of a bunker. So that if you place one directly above another they will automatically connect and allow the player to move up or down between them without interacting with the world in between.

Rising smoke particles for smoking gun barrels, scorched terrain etc.

Sentry guns that deploy when an enemy is near.

Explosions that flow down corridors.

Rolling smoke that sits on the floor of corridors.

Fire that spreads.


Mon May 19, 2008 3:18 pm
Profile
User avatar

Joined: Sun Mar 30, 2008 6:08 pm
Posts: 408
Reply with quote
Post Re: Lua
Rising smoke, Try -1 mass?
Low smoke, Try high mass with invisible emitters to move it vertically?
Explosions that flow, really low sharpness with high velocity maybe?
Sentry guns that deploy only when there is an actor near, Erm, maybe the base is an actor with a gun that fires a pinned actor out that auto-self destructs in like 50 seconds? So when an enemy comes near, the base fires, tahdah pinned actor, and in 50 seconds the actor dissapears and the base of the turret is ready to fire again a bit after that.

Not Lua ideas I know, but ideas on how to do it now.


Tue May 20, 2008 6:26 am
Profile
User avatar

Joined: Mon Mar 26, 2007 1:15 am
Posts: 593
Location: UK
Reply with quote
Post Re: Lua
"Rising smoke, Try -1 mass?"

-1 mass doesn't make things fall upwards. Also the smoke has to rise at a constant speed.

"Low smoke, Try high mass with invisible emitters to move it vertically?"

This wouldn't look particularly good and there is no way I could remove some of it if there is enough in a single area to cause lag. Mass doesn't affect the speed at which things fall, and I currently haven't found a way to keep an emitter firing in a constant direction without the object tipping over when it collides with something.

"Explosions that flow, really low sharpness with high velocity maybe?"

Could work in theory but it would be very unpredictable and impossible to keep a satisfactory level of control over.

"Sentry guns that deploy only when there is an actor near, Erm, maybe the base is an actor with a gun that fires a pinned actor out that auto-self destructs in like 50 seconds? So when an enemy comes near, the base fires, tahdah pinned actor, and in 50 seconds the actor dissapears and the base of the turret is ready to fire again a bit after that."

Then the sentry gun can't really be destroyed, unless they can destroy the base. What I wanted to make was a sentry gun on a moving panel that slides up out of the ground when an enemy is near, mostly for the visual effect

If I could make any of these ideas to a satisfactory level in this build I would have made them already.


Tue May 20, 2008 12:32 pm
Profile

Joined: Fri Mar 16, 2007 1:28 pm
Posts: 328
Location: Finland
Reply with quote
Post Re: Lua
I just had the strangest idea ever....Gonna post back soon, must test this....


Tue May 20, 2008 12:51 pm
Profile
User avatar

Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
Reply with quote
Post Re: Lua
Data was on the IRseas last night.

Code:
for actor in MovableMan:Actors do actor:GibThis(Vector(),0,nil) end


Instantly gibs all the actors in the scene.


Tue May 20, 2008 3:03 pm
Profile

Joined: Tue Jan 01, 2008 5:56 am
Posts: 564
Location: Behind a DarKlone, trying to pierce its fudging armor!
Reply with quote
Post Re: Lua
Hahaha, lagtastic fun.


Tue May 20, 2008 5:31 pm
Profile
User avatar

Joined: Mon Oct 01, 2007 1:33 am
Posts: 374
Reply with quote
Post Re: Lua
ppiksmada wrote:
Hahaha, lagtastic fun.

What? What the hell are you talking about?


Tue May 20, 2008 6:09 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 89 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

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 : 0.091s | 15 Queries | GZIP : Off ]