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mobile base
http://forums.datarealms.com/viewtopic.php?f=75&t=15656
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Author:  eru400 [ Tue Jun 30, 2009 8:47 pm ]
Post subject:  mobile base

IDEA:
a dropship that has a platform on top that you can stand on or maybe a small bunker. just because it would be cool to stand on top of a dropship and snipe people.

Author:  p3lb0x [ Tue Jun 30, 2009 8:54 pm ]
Post subject:  Re: mobile base

Good luck trying to get actor on actor collision to allow that. Try standing on a dropship now. It rips your legs off

Author:  Areku [ Tue Jun 30, 2009 8:54 pm ]
Post subject:  Re: mobile base

IMPOSSIBLE.
At least in the current build, with usual .ini methods. Trying to balace people on top of dropships ( rockets, MOSRots, actors, anything movable. ) will, nine out of ten times, cause their legs to explode. The only time their legs don't explode is when they bounce off the ship for no apparent reason. I agree that this could be a very good idea, but it has already been tried and discussed before, and no one managed to make it work. Until Data fixes MO-MO collisions, it can't be done.

( Actually, you could implement some snazzy Lua code to make actors float above the dropship, but that would be buggy and not look so cool. )


EDIT: Uh, got ninja'd!

Author:  MaximDude [ Tue Jun 30, 2009 9:12 pm ]
Post subject:  Re: mobile base

eru400 wrote:
IDEA:
a dropship that has a platform on top that you can stand on or maybe a small bunker. just because it would be cool to stand on top of a dropship and snipe people.


You aren't the first genius that thought of that.

I actually attempted it durning the builds where the dropship was still a fresh CC innovation.
I failed misserably, with lots of limbs flying around.

Author:  eru400 [ Tue Jun 30, 2009 10:06 pm ]
Post subject:  Re: mobile base

oh well. :oops:

Author:  CrazyMLC [ Wed Jul 01, 2009 9:25 am ]
Post subject:  Re: mobile base

GetsHitByMOs, HitsMOs = 0 Dropship with lua attachables ( :shock: ) on it to function as platforms? :/
Use Mail's workaround...

Author:  MaximDude [ Wed Jul 01, 2009 10:29 am ]
Post subject:  Re: mobile base

CrazyMLC wrote:
GetsHitByMOs, HitsMOs = 0 Dropship with lua attachables ( :shock: ) on it to function as platforms? :/
Use Mail's workaround...


You still have MOs colliding with the attachables, which most likely ♥♥♥♥ everything up.

Author:  Geti [ Wed Jul 01, 2009 11:17 am ]
Post subject:  Re: mobile base

you could use those crazy virtual offsets to hold actors in place. but oh wait, we have hoverboards for that.

Author:  Sean Mirrsen [ Wed Jul 01, 2009 11:35 am ]
Post subject:  Re: mobile base

Why don't you gib when bumping against doors then? Moving doors seem to correctly crush anything they encounter, maybe they could be used? I'll have to go experiment with those large hangar doors and see what happens...

... (several minutes later it turns out I forgot to post)

Alright, the experiment was a hilarious failure. I think I'll go try a door without a motor attached, but anyway - while the door is moving, the collision is nonfatal. The sliding door, suspended under a dropship and indirectly attached to it (with a simple position/angle fix), did not kill the actor who tried to stand on it. It's more or less impossible to stand on a normal door, because you keep falling off as soon as it stops. Crushing an actor with the door while it's active caused CC to crash. I'll go try to override the door's sensor and make it permanently vibrate with Lua.

edit2: well, it seems to be possible. By making a sort of a cage out of attachments, I managed to make a walkable surface suspended under a dropship. I'll go test it with a more stable rocket now.

edit3: or not. Well, it seems doors aren't any special after all. They don't gib the actor, at least, but they don't work too good as walkable surfaces. I suppose you could use fancy scripting and simulate the Y-offset of the actor that it can't provide, but so far even doors were of no real use. Except they cut up terrain like butter, so you could probably use it for some unconventional digging.

Author:  The Decaying Soldat [ Wed Jul 01, 2009 2:57 pm ]
Post subject:  Re: mobile base

Wow, hope this will come to success. Other than that, how come no one made air dropped bunker modules already? Wouldn't that be much easier?

Author:  zeno39 [ Wed Jul 01, 2009 3:55 pm ]
Post subject:  Re: mobile base

Wow I requested the same thing like a year ago, looks like you got the same answers as I did minus the Lua.

Author:  BlueGriffon2000 [ Thu Jul 02, 2009 2:08 am ]
Post subject:  Re: mobile base

I made a craft that holds a pre-made bunker, and to release it, you must Scuttle the ship. Too bad falling Gibs turn to crap after they land. Maybe someone can script a Lua that turns Gibs into Terrain Objects...

What Areku said.

Author:  Areku [ Thu Jul 02, 2009 2:17 am ]
Post subject:  Re: mobile base

@BlueGriffon: 3 things:

1- Writing in colors may look neat sometimes, but gets annoying when overused. If I were you, I would stop it before people start flaming you.

2- Lua, not LUA. I know this has already been said many times before, but I had never had the pleasure of doing it myself. :P Lua is not an acronym: it means "moon" in portuguese. Being that my native language, I am totally sure of it.

3- You wouldn't need Lua to do that. With some fiddling with materials, it would work perfectly. (From what I can recall... :P )

Author:  Roy-G-Biv [ Thu Jul 02, 2009 2:22 am ]
Post subject:  Re: mobile base

The Decaying Soldat wrote:
Other than that, how come no one made air dropped bunker modules already?

Plenty of people did that in the old ages, back when rockets didn't gib unless you made the gibs.
The rocket body would just stay, ungibbed, lifeless, much like if you just shot a clone to death without making it explode.

Which is why the Instagib was such an awesome weapon pre-B19.

I have plenty of those on my really old copy of B14.

And IIRC, many people during B13 thought anything was possible if you coded it right.
All the lost dreams came when B14 came, when people finally realized CC's limit at the time.

Author:  mail2345 [ Thu Jul 02, 2009 2:34 am ]
Post subject:  Re: mobile base

You still can't remove generic wounds with inis or Sparkle Magic.
To bad I can't seem to find the list on the actor that contains it's wounds(I have a suspicion that that's where wound data is kept).

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