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Wounds via lua? http://forums.datarealms.com/viewtopic.php?f=73&t=17493 |
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Author: | DSMK2 [ Sat Jan 02, 2010 1:35 am ] |
Post subject: | Wounds via lua? |
Is it currently possible to wound stuff using lua? As in not creating a emitter and such. |
Author: | CaveCricket48 [ Sat Jan 02, 2010 1:41 am ] |
Post subject: | Re: Wounds via lua? |
If you mean create a custom wound, you can position a GetsHitByMOs = 0 and HitsMOs = 0 object at specific location to the wounded object and have the fake wound do stuff with Lua. |
Author: | DSMK2 [ Sat Jan 02, 2010 1:47 am ] |
Post subject: | Re: Wounds via lua? |
Might as well attempt to clarify, is it possible to wound a target <No custom wounds here> without a MOPixel impacting it? |
Author: | CaveCricket48 [ Sat Jan 02, 2010 2:05 am ] |
Post subject: | Re: Wounds via lua? |
Basic sticking Lua. You'll need to put in your own pointers, if statements, and effects. The object will rotate with the "wounded" object, and will move like a real wound. Code: function Create(self) self.stickpositionX = 0; -- Just some variables put down (but don't edit them) so we know they exist self.stickpositionY = 0; self.stickrotation = 0; self.target = <pointer to target>; -- You want these four lines here to be set one time, self.stickpositionX = self.Pos.X-self.target.Pos.X; -- so you put them in Update if you want self.stickpositionY = self.Pos.Y-self.target.Pos.Y; -- Just make sure they're not set more than one time self.stickrotation = self.target.RotAngle; -- Unless you want the object to stick to something else end function Update(self) self.Pos = self.target.Pos + Vector(self.stickpositionX,self.stickpositionY):RadRotate(self.target.RotAngle-self.stickrotation); self.RotAngle = self.target.RotAngle; self.Vel = self.target.Vel; -- Or you can make this (Vector(0,0)) end Edit: this will work on something that doesn't have custom wounds, too. EDit2: Wait, if it it doesn't have a custom wound like Entry/Exit Wound, it can't be wounded at all. |
Author: | DSMK2 [ Sat Jan 02, 2010 2:45 am ] |
Post subject: | Re: Wounds via lua? |
Wait wait wait wait... Can you actually call on the object's entry/exit wound? Like... Code: particle = CreateAEmitter(object.EntryWound); With checks for the wounds existing in the first place. |
Author: | CaveCricket48 [ Sat Jan 02, 2010 3:38 am ] | ||
Post subject: | Re: Wounds via lua? | ||
I don't think so, you'll have to test that out. The code I put allows you to create anything and it will "stick" to the desired object, and then you could do fake wound effects via Lua. Below is a poison dart gun I wipped up in about 5 minutes to show you.
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