Data Realms Fan Forumshttp://forums.datarealms.com/ In need of a simple scripthttp://forums.datarealms.com/viewtopic.php?f=73&t=31422 Page 1 of 1

 Author: 4zK [ Mon Jul 09, 2012 9:16 pm ] Post subject: In need of a simple script I'm learning the ropes on lua, but I'm putting this here since I have zero experience with rays.I'm looking for a simple script that scans for actors within a certain distance from an object (self), without any obstructing terrain. I'm guessing this has something to do with MORays and ObstacleRays?

 Author: Roast Veg [ Mon Jul 09, 2012 9:32 pm ] Post subject: Re: In need of a simple script Really a ray isn't going to do you any good here, since it can cause lag in large quantities and only looks on one direction. What you want is this short snippet here:Code:function Create(self)    self.minDistance = 10 --distance in pixels from the centre of the actorendfunction Update(self)    for actor MovableMan.Actors do    local actorDist = sqrt(actor.Pos.X^2+actor.Pos.Y^2)    if actorDist <= self.minDistance then        actor:GibThis() --Alter this to do whatever it is that you want.    endendThere are simplifications of the seventh line there, but since I don't remember the functions this will suffice.

 Author: 4zK [ Mon Jul 09, 2012 9:35 pm ] Post subject: Re: In need of a simple script I'm able of doing that myself, I just wanted for the object to not affect actors if they're obstructed by terrain.

 Author: Roast Veg [ Mon Jul 09, 2012 9:47 pm ] Post subject: Re: In need of a simple script Ah ok, try:Code:function Create(self)    self.minDistance = 10 --distance in pixels from the centre of the actorendfunction Update(self)    for actor MovableMan.Actors do    local actorDist = sqrt(actor.Pos.X^2+actor.Pos.Y^2)    if actorDist <= self.minDistance then        if SceneMan:CastFindMORay(self.Pos, actor.Pos, actor.RootID, Vector(), 0, false, 1) == true then            actor:GibThis()        end    endendThat new line is all sorts of untested, so it might well not work without tweaking.EDIT: Just corrected this, try again if it wasn't working before.

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