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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: The Droppers V.1.1
K. Any suggestions for more bunker pieces?
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Tue May 12, 2009 9:34 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Droppers V.1.1
Captain Kicktar wrote: K. Any suggestions for more bunker pieces? Every bunker module that isn't a door from base.rte
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Tue May 12, 2009 9:54 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The Droppers V.1.1
Miles_T3hR4t wrote: Every bunker module that isn't a door from base.rte The one problem would be the hangar. It gets cut off by the maximum settled terrain thing.
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Tue May 12, 2009 10:24 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: The Droppers V.1.1
The Droppers sounds like a euphemism for diarrhea to me. http://www.youtube.com/watch?v=i-zVAS1nRf0So okay, obviously there a few problems with this. It's a good idea for sure, just needs some work. I would suggest making these crafts gib into another copy of themselves with a low restthteshold when they hit the ground. It makes them more likely to stay in place. As well, maybe make the gib sound the sound of a bunker being placed in CC? The other problem is this: The game treats rockets as scrap metal, so it's way weaker. As I recall, there was a variable to shut it off, but I don't remember what it was or where it went. I think it was IsScrap.
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Wed May 13, 2009 12:38 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Droppers V.1.1
TheLastBanana wrote: The Droppers sounds like a euphemism for diarrhea to me. http://www.youtube.com/watch?v=i-zVAS1nRf0So okay, obviously there a few problems with this. It's a good idea for sure, just needs some work. I would suggest making these crafts gib into another copy of themselves with a low restthteshold when they hit the ground. It makes them more likely to stay in place. As well, maybe make the gib sound the sound of a bunker being placed in CC? The other problem is this: The game treats rockets as scrap metal, so it's way weaker. As I recall, there was a variable to shut it off, but I don't remember what it was or where it went. I think it was IsScrap. IsScrap = 0, AND you need to define the settle material, which.... again I don't remember how to do. I think its the deepgroup but i'm not sure and i'm probably wrong about that part.
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Wed May 13, 2009 12:43 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: The Droppers V.1.1
No, IsScrap doesnt work...
I think Kloveska did something that made the droppod IsScrap = 0.
It was very cool.
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Wed May 13, 2009 12:45 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Droppers V.1.1
3POK_PHALE wrote: No, IsScrap doesnt work...
I think Kloveska did something that made the droppod IsScrap = 0.
It was very cool. its like I said it's both isscrap AND changing the materials around. you CANT use any of the normal materials, because the materials themselves say IsScrap AND Settle as scrap. If you set the material to say mega metal, or concrete, it will settle as that, because they don't settle as scrap Code: AddMaterial = Material Index = 182 //REMEMBER THIS PresetName = Scrap Metal Bounce = 0.1 Friction = 0.95 StructuralIntegrity = 25 DensityKGPerVolumeL = 2.5 GibImpulseLimitPerVolumeL = 8 GibWoundLimitPerVolumeL = 0.1 Priority = 10 IsScrap = 1 Color = Color R = 185 G = 195 B = 205 Code: AddMaterial = Material Index = 192 PresetName = Civilian Stuff Bounce = 0.85 Friction = 0.4 StructuralIntegrity = 60 DensityKGPerVolumeL = 2 GibImpulseLimitPerVolumeL = 25 GibWoundLimitPerVolumeL = 0.25 Priority = 1000 SettleMaterial = 182 //settles as 182, SCRAP METAL Color = Color R = 135 G = 125 B = 120 you have to use a material, that SettleMaterial =/= 182, AND the settle material ALSO has to not settle to 182, OR have IsScrap. IsScrap just makes it fall apart when hit, and SettleMaterial defines what it is when it... settles, which is how hard it is to disslodge pixels. you have to do both. If you use a super hard material and IsScrap = 1 then when you do damage it it will just crumble, and if you use IsScrap = 0 and a material that is to weak you shoot it and get swiss cheese. OR the material it actually turns into will be scrap metal, and therefor turn into IsScrap = 1 again AND be uber-weak. And on that note, someone make new randomly spawning plants and grass that are actually made of scrap metal so that its harder to destroy but it still crumbles. metal leaves yessss!
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Wed May 13, 2009 12:55 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: The Droppers V.1.1
Has anyone actually gotten that IsScrap material thing to work? I tried it and couldn't get it to work (on b22, didn't try it on IGF).
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Wed May 13, 2009 1:16 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: The Droppers V.1.1
Duh102 wrote: Has anyone actually gotten that IsScrap material thing to work? I tried it and couldn't get it to work (on b22, didn't try it on IGF). Yes it has been gotten to work. Its just a matter of noone remembers exactly how. In the method I listed you have to in the atom group and deepgroup when you define the material, copy of = material, and then in that define the material code. not every variable in materials.ini is available that way, but as far as I know, settle material and IsScrap both work this way. I think... this needs tested before more questions are made, and to confirm this results need posted or explained. I'm to lazy and burnt out at the moment after making my super special awesome mod.
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Wed May 13, 2009 2:06 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: The Droppers V.1.1
Is it not in the rules to accompany your mod release with some pictures?
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Wed May 13, 2009 4:04 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: The Droppers V.1.1
Scope0 wrote: Is it not in the rules to accompany your mod release with some pictures? http://www.youtube.com/watch?v=i-zVAS1nRf0That video sums it up nicely. Man I laughed hard. xD
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Wed May 13, 2009 10:23 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The Droppers V.1.1
Thankyou so much, Miles! I've never understood why that didn't work. You're a genius.
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Wed May 13, 2009 10:25 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: The Droppers V.1.1
This only needs a name that refers to it's bunker type products, and not just Droppers. Unless you are going to expand it and drop more things like turrets, traps, terraform drills, etc.
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Wed May 13, 2009 11:12 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: The Droppers V.1.1
Do a droppable base. That will surely be a hit.
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Wed May 13, 2009 11:28 am |
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Sludgecrawler
Joined: Thu Jan 15, 2009 9:42 am Posts: 14 Location: Gotland, Sweden
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Re: The Droppers V.1.1
numgun wrote: Do a droppable base. That will surely be a hit. Yes, one could make a crater with a big crab-bomb and then just drop the new base in the hole. If you could buy it all in the same package it would be great.
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Wed May 13, 2009 12:22 pm |
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