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Author Topic: Some Manipulator questions  (Read 3977 times)
Booler
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« on: December 11, 2006, 02:32:30 PM »

hi.

first...great game i love it best liero clone yet i realy enjoy playing with the doom mod or blasted great wok this show that the possibilities from this game r endless  Shocked

ok back to my question.

is there a special command i have to add to a weapon/object that it can interact with the manipulator ?
cuz i added the doom manipulator to the blasted mod and i cant pick up the mines or flying rockets etc..

and is it possible.... moment possible ? evrything is possible in gusanos Tongue ^^
how can i modifi the manipulator that it stop flying bullets from like a minigun ? and throw them back..

could some one help me maybe or r there any hidden tutorials for gusanos modding cuz iam not realy familiar with lua coding :/

sorry i know my english iam from germany Tongue

thx.
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lorddust
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« Reply #1 on: December 12, 2006, 08:48:53 AM »

The manipulator affects things with col_layer = 0 (the deafult value)

Therefore to make things manipulatable the quick and easy way would be to change thier col_layer to 0 (in the .obj file)

However some objects require being on certain layers to work the way you expect them to (especially if your just changing other peoples mods). Furthermore, Some weapons will not act as you would like when you manipulate them. The minigun bullet, for example, is designed in such a way that if manipulated it will slingshot back and forth thru the manipulator often moving far enough away from the center of it that it will manage to hit the worm manipulating it. Other weapons(such as the railgun) are so fast that the manipulator doesn't affect them at all or at most diverts them. These sorts of weapons woud need to be altered slightly so that when they come close to the manipulator they would be slowed or stopped, that way the manipulator could grasp onto them.


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basara
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« Reply #2 on: December 12, 2006, 07:08:02 PM »

Flawless response lorddust!
You saved me some typing, and my response would have been crappy Tongue
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owensworth
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« Reply #3 on: December 19, 2006, 06:15:25 PM »

How about...


Worm--Gun-Field
-----------)
----------(
 --;D--K---)
----------(
-----------)

Field would be incredibly powerful, catching things but not throwing them back.
« Last Edit: December 19, 2006, 06:16:37 PM by owensworth » Logged
ninjaspud
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« Reply #4 on: December 03, 2009, 05:07:17 PM »

how would i create a manipulator that only picks up players(without changing other weapons i still want them to be effected by the normal manipulator)and drains life from other players(nd gives half of it to the "wielder")
if u post script explain what each line does
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Protoss Archon(GD)
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« Reply #5 on: December 08, 2009, 12:19:09 PM »

I refuse to explain what every line does, if I do so, there would be a wall of text.
DOWNLOAD MINT MOD
Mint mod is a mini mod with two weapons including the manipulator that steals life and a sniper rifle.


LUA-less method:

WEAPON FOLDER:

[viralsiphon.wpn]
Code:
name = "Viral Siphon"

on primary_press()
 play_sound( manip_pickup.ogg, 50, 1, 0.05 )

on primary_shoot()
 delay_fire(4)
 shoot_particles ( energysiphon1.obj , 1 , 0.001, 0, 0, 0, 0, 0, 28)

Simply, it shoots a particle 28 units away from the user which is the vortex.

OBJECT FOLDER

[energysiphonsteal.exp]
Code:
timeout = 0
invisible = 1

on detect_range (39, 1, [1])
 damp( 0.5 )
 repel( -1 , 40, -0.7 )

This object pulls any object towards itself with the collision layer of 1.

[energysiphonheal.obj]
Code:
col_layer = -1
invisible = 1

on detect_range(2)
 create_explosion( energysiphonsteal.exp )
 damage ( -1 )
 remove()

on timer(1)
 remove()

Appears on the player, if the player exist, it gives them 1 hp and has a vortex which sucks in 'blood' (the explosion mention previously)


[energysiphondetect.obj]
Code:
col_layer = -1
invisible = 1
damping = 0

on detect_range(1, 0)
 damage ( 2 )
 shoot_particles ( bloodgensiphon.obj , 4 , 0.5, 1, 0.5, 0, 360, 0, 5 )
 shoot_particles ( energysiphonheal.obj , 1 , 0, 0, 0, 0, 0, 0, -29)
 remove()

on timer(1)
 remove()

This object is placed 28 units away from the user from the vortex, it is created with the vortex. So that when an enemy player is in the vortex, this triggers and places energysiphonheal object on yourself as it sends the particle backwards indicated by the last shoot particle. This also does 2 damage.

[energysiphon1.obj]
Code:
invisible = 1
col_layer = -1
damping = 0

distort_magnitude = 1
distort_gen = <<< distortions.swirl >>>
distort_size = [26,26]

blender = add
alpha = 0

on timer(3)
 remove()

on creation()
 create_explosion( energysiphon.exp )
 shoot_particles ( energysiphondetect.obj , 1 , 0.001, 0, 0, 0, 0, 0, 0)

This is the root of all the objects, this creates everything else needed for the weapon to work shown in 'on creation()'.

[energysiphon]
Code:
name = "Viral Siphon"

on primary_press()
 play_sound( manip_pickup.ogg, 50, 1, 0.05 )

on primary_shoot()
 delay_fire(4)
 shoot_particles ( energysiphon1.obj , 1 , 0.001, 0, 0, 0, 0, 0, 28)

Simply, it shoots a particle 28 units away from the user which is the vortex.

OBJECT FOLDER

[energysiphonsteal.exp]
Code:
timeout = 0
invisible = 1

on detect_range (39, 1, [1])
 damp( 0.5 )
 repel( -1 , 40, -0.7 )

This object pulls any object towards itself with the collision layer of 1.

[energysiphonheal.obj]
Code:
col_layer = -1
invisible = 1

on detect_range(2)
 create_explosion( energysiphonsteal.exp )
 damage ( -1 )
 remove()

on timer(1)
 remove()

Appears on the player, if the player exist, it gives them 1 hp and has a vortex which sucks in 'blood' (the explosion mention previously)


[energysiphondetect.obj]
Code:
col_layer = -1
invisible = 1
damping = 0

on detect_range(1, 0)
 damage ( 2 )
 shoot_particles ( bloodgensiphon.obj , 4 , 0.5, 1, 0.5, 0, 360, 0, 5 )
 shoot_particles ( energysiphonheal.obj , 1 , 0, 0, 0, 0, 0, 0, -29)
 remove()

on timer(1)
 remove()

This object is placed 28 units away from the user from the vortex, it is created with the vortex. So that when an enemy player is in the vortex, this triggers and places energysiphonheal object on yourself as it sends the particle backwards indicated by the last shoot particle. This also does 2 damage.

[energysiphon1.obj]
Code:
invisible = 1
col_layer = -1
damping = 0

distort_magnitude = 1
distort_gen = <<< distortions.swirl >>>
distort_size = [26,26]

blender = add
alpha = 0

on timer(3)
 remove()

on creation()
 create_explosion( energysiphon.exp )
 shoot_particles ( energysiphondetect.obj , 1 , 0.001, 0, 0, 0, 0, 0, 0)

The major object, creates everything essential for the weapon. It's fired by the weapon.

[energysiphon.exp]
Code:
timeout = 0
invisible = 1

on detect_range (29, 0)
 damp( 0.5 )
 repel( -1 , 30, -1 )

This code is like the manipulator, only difference is that it only picks up players, nothing else.

[bloodsiphon.obj]
Code:
gravity = 0.015
bounce_factor=0
colour = [180, 0, 0]
render_layer = 8
col_layer = 1

on ground_collision()
 remove()

on detect_range(1)
 remove()

This object is simply blood only with collision layer 1, so that blood is 'sucked' from the victim.

[bloodgensiphon.obj]
Code:
gravity = 0.013
colour = [230, 0, 0]
bounce_factor = 0.2
col_layer = 1

on timer(70, 50)
 remove()

on ground_collision()
 remove()

on timer(5)
 shoot_particles ( bloodsiphon.obj , 1 , 0 , 0.2, 0.5, 0, 0, 0,0)

on detect_range(1)
 remove()

Same as above.
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melons
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