I'm using "Torpedo"'s to simulate powerup crates flowing down a stream. The crates flow, but the powerup isnt generated when they smash into something or if they are killed off.
EDIT: Found a way to do this without using torpedo class, BUT the problem is, scrap wont generate over water :@. Any inventive ideas on how i can get around this? Im now using a wingman class to float down the stream (pushed by a shield tower when spawned).
I can DLL it, what is your planned use? I know AP so what map. Since I can custom DLL it for you with something I already have.
Well, you could make the water a fake building *like avatar's fake water from back when*
Its for RW: River N1... Convenient as you are the RW coder :P
I feel like singing a Deep Purple song :P
Quote from: Warfreak on October 31, 2009, 05:32:11 PM
I feel like singing a Deep Purple song :P
*grabs guitar*
I suspect the game deletes any scrap that goes over/into water, for obvious scav killing reasons.
You probably right. It also occurs over any building that owns terrain too.
I also believe that is done via DLL. Or atleast, in mutliplayer I think it is. Or used to be.
Quote from: TheJamsh on November 02, 2009, 03:38:36 AM
You probably right. It also occurs over any building that owns terrain too.
Does it? My base gets scrap in it when I get attacked by scouts before i can get some GTs up...
Remember the speeder bike? Originally i had other plans for it, that it WOULDNT build empty, and i had some odd plan for it to prevent AI pilots from getting inside.
I built a speeder with an ultra-short lifespan, which in theory would die and leave an un-manned one behind via spawnpoint. It didnt work, unless on level terrain.
Try spray bombs?
I was bored and was reading a little about scrap in the changelog and came across this. Says it was created to help modders make scrap field at higher altitudes. Don't know if it will help. But here it is.
ChunkExplodeHeight is a way to force vehicle chunks to explode
whenever the chunk-- the replacement for whatever vehicle has been
destroyed; it looks like the vehicle, but is just a dummy object w/
the same mesh-- is within # meters of the ground. ChunkExplodeHeight
must be >= 0.0. ChunkScrapValue and ChunkScrapClass1..3 allow modders
to create a scrap field when the chunk explodes, which used to be when
the chunk hit the ground, but can now be at a higher altitude. Putting
these things in the explosion odf may seem odd, but it minimizes code
changes and savefile version upgrades on my part. This explosion odf
is whatever's referenced by the dead object's odf, in
[GameObjectClass]]::xplChunk . [NM]
Had a go at that too Axe but unfortunately no joy. Thanks for looking though.
Spray bombs wont work BBB, the problem ive got is GETTING the initial scrap object to appear in the first place, which it doesnt. Be it scrap, spray building, wingman... anything.
I meant that you could replace the torpedo with a spraybomb ordnance which would drop a powerup when it hit something.
You could make the spraybomb ordnance float down a river by using an inverted shieldtower which pushes ordnance up.
We have a replace on death DLL class already so we will be using that most likely.
Oh i see what you mean. I thought about it before but i wanted to avoid big shield towers that are half the size of the map pushing things. I've already got about 30 shield towers for the map boundaries (they have to be quite strict, more so than edge_path for this map).