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Annullus The Grey

Member Since 02 May 2008
Offline Last Active Sep 23 2011 08:41 AM

Topics I've Started

hiding a bone

16 June 2010 - 09:43 PM

is there anyway i can hide a bone on a model when declaring its draw. due to limitations i have been forced to double draw a model so as to allow me to put multiple turrets onto the unit. is it possible therefore to hide an objectbone so as to prevent the glaring issues this creates.
Draw = W3DTankDraw ModuleTag_01
		OkToChangeModelColor	= Yes
		ExtraPublicBone		 = GUNSIDE02 
		
		DefaultModelConditionState
	Model			   = RU_GUNSHIP
		Turret			 = GUNSIDE02
	WeaponLaunchBone	= SECONDARY GUNSIDE02
		  HideSubObjects	 = GUNSIDE01
			
;;; Use these to set up secondary and tertiary turrets;;;
;			SecondaryTurret		= Turret02
;			TertiaryTurret		= Turret03
;;; --------------------------------------------------;;;
End
End

	Draw = W3DTankDraw ModuleTag_02
		OkToChangeModelColor	= Yes
		ExtraPublicBone		 = GUNSIDE01  
		ExtraPublicBone		 = CLONE_01 
		ExtraPublicBone		 = CLONE_02 
		ExtraPublicBone		 = CLONE_03 
		ExtraPublicBone		 = CLONE_04		 
		DefaultModelConditionState
	Model			   = RU_GUNSHIP
;	Skeleton			= RU_GUNSHIP_SKL
	Turret	   = GUNSIDE01 
	WeaponLaunchBone	= PRIMARY GUNSIDE01

		  
;; Use these to set up secondary and tertiary turrets;;;
;			SecondaryTurret		= Turret02
;			TertiaryTurret		= Turret03
;;; --------------------------------------------------;;;


End
End

Coding Work resumed

16 June 2010 - 08:11 PM

An announcement to all, as i now have one month in which i am free and able to do what ever the hell i please i wish to announce that as of this day i am resuming work on all coding for the twilight of the republic mod. I know i vanished for a while and for that i do apologise but i am back and once i establish just what needs to be done, and what can indeed be done i will begin coding once more in earnest. iirc there is a small amount that can be done which could theoretically allow for the release of a alpha version of this mod...

ps... ed when you read this drop me a line.

kindof

18 September 2009 - 11:56 AM

what kindof is used by the fortress to prevent the end of game so long as it survives ?

Flood

03 September 2009 - 09:37 PM

i have been trying to make a flood ability which does not have horses. My chief desire being massive torrents of water rushing forewards. so far i have had some success in removing the horses themselves, but i cannot seem to make the burst of water a concentrated large torrent of water, any suggestions on this would be greatly appreciated.



this is the flood object

;------------------------------------------------------------------------------

Object ElrondVilyaFlood

 	Draw = W3DScriptedModelDraw ModuleTag_01
		DefaultModelConditionState
			  Model = None
		End
	  End

	EditorSorting   = SYSTEM
	KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT 
	ForceLuaRegistration = Yes; I have no AI, but I want to send a fear message so please register me.



; *** ENGINEERING Parameters ***

	Body = ImmortalBody ModuleTag_02
		MaxHealth = 1	
		InitialHealth = 1
	End

	Behavior = DeletionUpdate ModuleTag_03; Not LifetimeUpdate, since I can't die.  This will DestroyObject me. 
		MinLifetime = 20000   
		MaxLifetime = 20000   
	End

	Behavior = FloodUpdate ModuleTag_FloodCentral

		AngleOfFlow = 0; In degrees, with 0 as screen right
		DirectionIsRelative = Yes; If it is relative, it adds the facing of the flood object.

		FloodMember
			   MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:250 Z:0
			ControlPointOffsetThree =	X:100 Y:250 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:200 Z:0
			ControlPointOffsetThree =	X:100 Y:200 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:150 Z:0
			ControlPointOffsetThree =	X:100 Y:150 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:100 Z:0
			ControlPointOffsetThree =	X:100 Y:100 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:50 Z:0
			ControlPointOffsetThree =	X:100 Y:50 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:0 Z:0
			ControlPointOffsetThree =	X:100 Y:0 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:-50 Z:0
			ControlPointOffsetThree =	X:100 Y:-50 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:-100 Z:0
			ControlPointOffsetThree =	X:100 Y:-100 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:-150 Z:0
			ControlPointOffsetThree =	X:100 Y:-150 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:-60
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:-200 Z:0
			ControlPointOffsetThree =	X:100 Y:-200 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:0
			MemberSpeed = 20
		End

		FloodMember
			MemberTemplateName = ElrondFlood
			ControlPointOffsetOne =		X:-200 Y:0 Z:0
			ControlPointOffsetTwo =		X:-100 Y:-250 Z:0
			ControlPointOffsetThree =	X:100 Y:-250 Z:0
			ControlPointOffsetFour =	X:200 Y:0 Z:-60
			MemberSpeed = 20
		End		
	End


	Geometry			= BOX
	GeometryMajorRadius = 10.0
	GeometryMinorRadius = 1.0
	GeometryHeight	  = 3.0
	GeometryIsSmall	 = No
	Shadow			  = NONE

End