Author |
Message |
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Supply Crates
How about the crate is a pinned rocket, with it's doors are always open.
So it can be loaded with anything and won't sink into the ground!
|
Fri Jun 20, 2008 11:01 pm |
|
|
smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
|
Re: Supply Crates
But if it is pinned, it will be at the top of the screen. And I already tried it with pinned MOSRotatings, it just looks wierd when deployed.
|
Fri Jun 20, 2008 11:04 pm |
|
|
MaGmA
Joined: Fri Mar 21, 2008 4:09 am Posts: 65
|
Re: Supply Crates
I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation)
|
Fri Jun 20, 2008 11:40 pm |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Supply Crates
smithno13 wrote: But if it is pinned, it will be at the top of the screen. And I already tried it with pinned MOSRotatings, it just looks wierd when deployed. The BYOB version is a pinned rocket, with it's doors are always open. So it can be loaded with anything and won't sink into the ground!
|
Fri Jun 20, 2008 11:50 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Supply Crates
MaGmA wrote: I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation) You wouldn't be able to control gibbed actors.
|
Fri Jun 20, 2008 11:52 pm |
|
|
ddgc
Joined: Thu Dec 06, 2007 4:01 am Posts: 63 Location: Alt+F4
|
Re: Supply Crates
Roy-G-Biv wrote: MaGmA wrote: I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation) You wouldn't be able to control gibbed actors. Using the ABomb method works.
|
Fri Jun 20, 2008 11:59 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: Supply Crates
ddgc wrote: Roy-G-Biv wrote: MaGmA wrote: I'm no professional modder, but couldn't you just make the crate gib an actor? (A dummy would fit the situation) You wouldn't be able to control gibbed actors. Using the ABomb method works. Abomb rounds don't gib controllable actors. It shoots a Dropship, and the Dropship is pre-coded with Actors. With these two lines. Code: AddInventory = AHuman CopyOf = [Name of Actor]
Just tab it right
|
Sat Jun 21, 2008 12:19 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Supply Crates
Yes it does gib controllable actors.
That's the entire POINT of it.
Just because it's not an AddGib doesn't mean it's not a gib. It IS a gib, it's just defined by the game's code, rather than mine.
|
Sat Jun 21, 2008 12:56 am |
|
|
Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
|
Re: Supply Crates
Hasn't a thing of the kind already been done? That one was a craft, that could be self-destructed (scuttled). You could load anything you wanted in it and it fell right onto the scene. You could also put actors inside. ( http://www.datarealms.com/forum/viewtopic.php?f=61&t=10245&p=193156&hilit=crate#p193156) Anyway, it doesn't seem to work for me. The crate doesn't show up anywhere. I tried the ActorCrate, and it looks quite weird. It can wield a weapon (stationnary crate-soldiers, maybe?), turn around back and forth, aim, etc. It has no "self-destruct" function, and shooting it often damages its contents. Also, what are those empty things that come out of it when it is destroyed?
|
Sat Jun 21, 2008 2:28 am |
|
|
Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
|
Re: Supply Crates
I did a 5-minute mod to show the concept. It has some serious issues... Optimally, the arms would be removed to prevent it from taking stuff out of its inventory, but I tried a hacky way to fill up the hands with invisible placeholder riot shield clones. It didn't work. I can try removing the arms altogether... Y'know, I just had this idea to use an ACrab instead of an AHuman. That would fix the weapons problem. The flipping thing is due to the sprite offset being incorrectly done, now that you've called my attention to it I can fix it when I have some time.
Self-destruct: I guess I could give it an attached TDExplosive set to 1 min... Is that what you want it to do, drop onto the scene then spew its contents once down?
|
Sat Jun 21, 2008 2:56 am |
|
|
Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
|
Re: Supply Crates
An ACrab would be fine, I guess. But it wouldn't have a "scuttle" button. That's what it would need, just like that other mod had. But then, that might be unoriginal. How about it opens when an actor of the same team gets near it? Make it a Door!
|
Sat Jun 21, 2008 2:58 am |
|
|
smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
|
Re: Supply Crates
Well the point isnt to have it dropped, you preplace it in the scene editor.
@ the door concept - Its not any fancy hightech crate... Its a plain old wooden box that you need to destroy
|
Sat Jun 21, 2008 3:02 am |
|
|
Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
|
Re: Supply Crates
The scene editor? You mean before a skirmish?
//
Yeah, I know that. I was simply suggesting a concept that I thought would be interesting. And would work.
|
Sat Jun 21, 2008 3:06 am |
|
|
smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
|
Re: Supply Crates
I just dont want a scuttle button. that takes the fun out of it.
|
Sat Jun 21, 2008 3:19 am |
|
|
Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
|
Re: Supply Crates
Oh ok. But did you mean the scene editor right before the skirmish starts, or...? 'Cause I can't get it to show up in that editor.
|
Sat Jun 21, 2008 3:22 am |
|
|
|