• Stargate Extras
    156 replies, posted
[QUOTE=DrFattyJr;19008213]That's because the nuke itself needs to be re-coded to hit shields. Normal traces don't hit lua created models, so the nuke has to check if it's in a nuke or not, like the naquadah bomb. [editline]08:35PM[/editline] What about stopping physical props from entering your shield?[/QUOTE] The naquadah bomb doesnt hit me either, but does hit my resource node, which i need to maintain a shield. The nuke does hit the shield, it doesn't damage me, but after my resource node is demolished by the nuke, the shield fails, and then i die.
That's also why I don't really see the point in switching a shield to containment in battle. If something explodes inside, the shield can't hold it in since the emitter will be destroyed. Though if it CAN hold in something for a brief while after the emitter is toast, you could be evil and launch emitters onto incoming nukes to contain the blast... That is, if the shield is nuke-fixed.
[QUOTE=mobrockers;19009425]The naquadah bomb doesnt hit me either, but does hit my resource node, which i need to maintain a shield. The nuke does hit the shield, it doesn't damage me, but after my resource node is demolished by the nuke, the shield fails, and then i die.[/QUOTE] Naquadah bomb shouldn't affect anything in a shield. [lua] function SGE:LOS(ent1, enttab, postab) local num = table.getn(enttab) local hitent = {} local hitentpos = {} local trace = { start = ent1.SplodePos, filter = ent1, mask = MASK_NPCWORLDSTATIC } for i=1,num do trace.endpos = postab[i] local tr = util.TraceLine(trace) if (tr.Fraction > 0.99) then table.insert(hitent, enttab[i]) table.insert(hitentpos, postab[i]) end end local size = table.getn(hitent) local inshield = SGE:ArePointsInsideAShield(hitentpos, 50) for i=1,size do if inshield[i] then hitent[i] = nil hitentpos[i] = nil end end return hitent,hitentpos end function SGE:ArePointsInsideAShield(points) -- Thanks PyroSpirit for the help :})<<<(P.S. It has a moustache). local IsInShield = {} local num = table.getn(points) for i=1,num do IsInShield[i] = false end for _,v in pairs (ents.FindByClass("shield")) do local Pos = v:GetPos() local rad = v:GetNWInt("size")+200 if ((not v:GetNWBool("depleted", false)) and (not v:GetNWBool("containment",false))) then for i=1,num do local dis = points[i]:Distance(Pos) if dis <= rad then IsInShield[i] = true end end end end return IsInShield end[/lua]
[QUOTE=DrFattyJr;19010123]Naquadah bomb shouldn't affect anything in a shield. [lua] function SGE:LOS(ent1, enttab, postab) local num = table.getn(enttab) local hitent = {} local hitentpos = {} local trace = { start = ent1.SplodePos, filter = ent1, mask = MASK_NPCWORLDSTATIC } for i=1,num do trace.endpos = postab[i] local tr = util.TraceLine(trace) if (tr.Fraction > 0.99) then table.insert(hitent, enttab[i]) table.insert(hitentpos, postab[i]) end end local size = table.getn(hitent) local inshield = SGE:ArePointsInsideAShield(hitentpos, 50) for i=1,size do if inshield[i] then hitent[i] = nil hitentpos[i] = nil end end return hitent,hitentpos end function SGE:ArePointsInsideAShield(points) -- Thanks PyroSpirit for the help :})<<<(P.S. It has a moustache). local IsInShield = {} local num = table.getn(points) for i=1,num do IsInShield[i] = false end for _,v in pairs (ents.FindByClass("shield")) do local Pos = v:GetPos() local rad = v:GetNWInt("size")+200 if ((not v:GetNWBool("depleted", false)) and (not v:GetNWBool("containment",false))) then for i=1,num do local dis = points[i]:Distance(Pos) if dis <= rad then IsInShield[i] = true end end end end return IsInShield end[/lua][/QUOTE] While that doesnt say anything to me, I don't know why it does, they just do.
Should this work with RD3, because i get lua errors when i try to use something from the pack?
[QUOTE=Iziraider;19029606]Should this work with RD3, because i get lua errors when i try to use something from the pack?[/QUOTE] Think most people report errors, i'll look into it though, on another note i found some brilliant pseudo code for a metaball algorithm which save me writing it and is a huge step forward towards adaptive shielding.
[QUOTE=Iziraider;19029606]Should this work with RD3, because i get lua errors when i try to use something from the pack?[/QUOTE] Have you got the fix for the Stargate pack and RD3? If not it is on this page: ([url]http://www.facepunch.com/showthread.php?t=847777&page=20[/url]) somewhere, I think that it should fix your problem too.
[QUOTE=Link320;19033245]Have you got the fix for the Stargate pack and RD3? If not it is on this page: ([url]http://www.facepunch.com/showthread.php?t=847777&page=20[/url]) somewhere, I think that it should fix your problem too.[/QUOTE] Whitout the fix the pack works just fine, but it doesn't require any resources. I get the problems with the fix.
[QUOTE=Link320;19033245]Have you got the fix for the Stargate pack and RD3? If not it is on this page: ([url]http://www.facepunch.com/showthread.php?t=847777&page=20[/url]) somewhere, I think that it should fix your problem too.[/QUOTE] [url]http://www.facepunch.com/showpost.php?p=19029090&postcount=775[/url] Works better ;)
Does the detonation code for the naquadah bomb default to something else when it gets duped? After you paste it you can't set the damn thing off.
[QUOTE=Used Car Salesman;19523779]Does the detonation code for the naquadah bomb default to something else when it gets duped? After you paste it you can't set the damn thing off.[/QUOTE] Noitced that to, guess it just can't get duped.
ok, IF YOU'RE DOING ADAPTIVE SHIELDING FORMING AROUNd PROPS, STOP! Avon has tried that. IT worked, for seconds, until his server crashed. Do it eliptically, or it will fail. If you are already doing it that way, then good. [editline]08:26PM[/editline] [QUOTE=Sodisna;18809952]I'm using RD3 if that means anything.[/QUOTE] I can't stand RD2/LS2. The models suck, for one, and you don't get smart link, auto link, and all those goodies. Plus it's simpler to manage.
[QUOTE=denizine;19541726]ok, IF YOU'RE DOING ADAPTIVE SHIELDING FORMING AROUNd PROPS, STOP! Avon has tried that. IT worked, for seconds, until his server crashed. Do it eliptically, or it will fail. If you are already doing it that way, then good. [editline]08:26PM[/editline] I can't stand RD2/LS2. The models suck, for one, and you don't get smart link, auto link, and all those goodies. Plus it's simpler to manage.[/QUOTE] Don't tell them what to do and what not to do. The Spacebuild community project are already working on it though I think, and are finding a way of getting it to work.. I remember reading about it in that thread. I'd post the link to the thread if I had it.
Bad reading; i wasn't trying to TELL them what to do, i was trying to warn them what happened to aVoN. Calm down.
[QUOTE=denizine;19542517]Bad reading; i wasn't trying to TELL them what to do, i was trying to warn them what happened to aVoN. Calm down.[/QUOTE] Calm down? I was never aggrivated (Or whatever word you use) in the first place... [QUOTE=denizine;19541726]ok, IF YOU'RE DOING ADAPTIVE SHIELDING FORMING AROUNd PROPS, [b]STOP![/b][/QUOTE] Either way that pretty much looks like you're telling them what to do. Just putting "if" infront of the sentence in caps lock doesn't really change it, the lines beneath that suggest what you are saying though, but you could have read the Spacebuild Enhancement thread (Don't know it's name) before posting that. Or atleast use the search button for adaptive shields.
Hey, i don't do that, i surf, and post. Then i surf some more, and i also work, sleep, and repeat.
[QUOTE=denizine;19542657]Hey, i don't do that, i surf, and post. Then i surf some more, and i also work, sleep, and repeat.[/QUOTE] You should do, before posting about something that may already have been answered somewhere. It usually prevents cranky people who just woke up at 3:50 AM in the morning like me from ranting about how you didn't :v:
Duely noted. [editline]09:19PM[/editline] Now, let's get back on topic, shall we?`
Quit your bitching. So nobody's come up with a fix for the duping issue?
Denizine, please shut the fuck up, you are spamming/trolling all the fucking stargate threads with your "good Idea's" or with your "Hey I can make better sounds, now respond the fuck to my message aVoN". aVoN's coding did not work, but there are other ways of doing so, in fact, there is already a working addon, which does form the shields around the objects.
[QUOTE=mobrockers;19549396]Denizine, please shut the fuck up, you are spamming/trolling all the fucking stargate threads with your "good Idea's" or with your "Hey I can make better sounds, now respond the fuck to my message aVoN". aVoN's coding did not work, but there are other ways of doing so, in fact, there is already a working addon, which does form the shields around the objects.[/QUOTE] Indeed, and ontop of the current way CDE makes the contraption shields, Arania is working on making said shields epileptic. I will not stop this group from doing such things, however, as it is always nice to have choice!
[QUOTE=denizine;19541726]ok, IF YOU'RE DOING ADAPTIVE SHIELDING FORMING AROUNd PROPS, STOP! Avon has tried that. IT worked, for seconds, until his server crashed. Do it eliptically, or it will fail. If you are already doing it that way, then good. [editline]08:26PM[/editline] I can't stand RD2/LS2. The models suck, for one, and you don't get smart link, auto link, and all those goodies. Plus it's simpler to manage.[/QUOTE] Was aVoN using a marching cubes metaball algorithm to generate a mesh, using the new mesh functions? aVoN isn't god, i've already written several functions as improvements on his own [lua]function SGE:ShieldTrace(pos, dir, filter) local tr = StarGate.Trace:New(pos, dir, filter) local aim = (dir-pos):GetNormal() tr.HitShield = false if(ValidEntity(tr.Entity)) then local class = tr.Entity:GetClass() if(class == "shield") then local pos2 = tr.Entity:GetPos() local rad = tr.Entity:GetNWInt("size",0) local relpos = tr.HitPos-pos2 local a = aim.x^2+aim.y^2+aim.z^2 local b = 2*(relpos.x*aim.x+relpos.y*aim.y+relpos.z*aim.z) local c = relpos.x^2+relpos.y^2+relpos.z^2-rad^2 local dist = (-1*b-(b^2-4*a*c)^0.5)/(2*a) if tostring(dist) == "-1.#IND" then tr = SGE:ShieldTrace(tr.HitPos, dir, tr.Entity, true) elseif dist < 0 then dist = (-1*b+(b^2-4*a*c)^0.5)/(2*a) tr.HitPos = tr.HitPos+aim*dist tr.HitNormal = (tr.HitPos-pos2):GetNormal() tr.HitShield = true else tr.HitPos = tr.HitPos+aim*dist tr.HitNormal = (tr.HitPos-pos2):GetNormal() tr.HitShield = true end end end return tr end [/lua]That's a function that improves the aVoN's trace system to allow for proper shield collision (as opposed to the box it used to generate.) and i wrote an improvement to his teleportation translation code, that doesn't suffer from gimbal lock. [editline]09:24PM[/editline] and on that point why would is crash after a couple of seconds unless he was constantly trying to generate new mesh data in lua, which is suicide.
yeah... well said.. i hate it how everyone thinks that aVoN is the master at everything.. and that he can make anything better than everyone else.. i'm betting that with a completely new team of modelers and coders, they could make the gates the same.. if not better. just because he cant do something, doesn't mean it cant be done :P
[QUOTE=GenXCypher;19551261]yeah... well said.. i hate it how everyone thinks that aVoN is the master at everything.. and that he can make anything better than everyone else.. i'm betting that with a completely new team of modelers and coders, they could make the gates the same.. if not better. just because he cant do something, doesn't mean it cant be done :P[/QUOTE] But there is no new team of modelers and coders, And he did make the stargate's coding, together with others. And I cant possibly see how the stargates could be any better.
Lighten the hell up!
[QUOTE=mobrockers;19551430]But there is no new team of modelers and coders, And he did make the stargate's coding, together with others. And I cant possibly see how the stargates could be any better.[/QUOTE] i never said that there was a new team.. and your negative response just proves that you are another aVoN worshipper, and that you are so naive to thing that they couldn't be made better. i'm not saying that I can, i'm just saying that someone, somewhere could.
[QUOTE=GenXCypher;19557091]i never said that there was a new team.. and your negative response just proves that you are another aVoN worshipper, and that you are so naive to thing that they couldn't be made better. i'm not saying that I can, i'm just saying that someone, somewhere could.[/QUOTE] You are saying it can be done better, well, tell us then, what can be done better, in Rev 45. there will probably be model clipping, so then the gates will have everything the gates in the show have, you cant possibly think of anything that can be better on something that is completely done, all Im saying.
[QUOTE=mobrockers;19557245]You are saying it can be done better, well, tell us then, what can be done better, in Rev 45. there will probably be model clipping, so then the gates will have everything the gates in the show have, you cant possibly think of anything that can be better on something that is completely done, all Im saying.[/QUOTE] there is always room for improvement. cleaner sounds, more efficient coding, better model textures, better models. i'm not saying there is a problem with any of the above.. but there is always a chance to improve it.
[QUOTE=GenXCypher;19560245]there is always room for improvement. cleaner sounds, more efficient coding, better model textures, better models. i'm not saying there is a problem with any of the above.. but there is always a chance to improve it.[/QUOTE] Don't fix what is not broken. aVoN doesn't do textures or modeling or sounds. Those are all contributions from other users. From what I understand he just codes it all to work and he does a mighty fine job at that. No he is not the greatest coder in the world, but he made the Stargates so close to the show that there isn't much else that can be done to improve on them. The Adaptive shielding would be an awesome feature for any addon, and it is very possible that aVoN failed his attempt merely because he didn't care all that much about it and would rather finish the other things hes already begun working on. A mans failure tells you nothing of his ability, rather it is his attempts to complete the task.
[QUOTE=mobrockers;19557245]You are saying it can be done better, well, tell us then, what can be done better, in Rev 45. there will probably be model clipping, so then the gates will have everything the gates in the show have, you cant possibly think of anything that can be better on something that is completely done, all Im saying.[/QUOTE] I'm personally fairly sceptical about practical implementation of model clipping, as there is no way to clip physics. It can work fine visually, but from what i'm aware, not practically, this is not to say it can't be done.
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