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 Gentlemen, The Dummy Factory. 
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Joined: Thu Nov 19, 2009 1:35 pm
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Location: Kartasura, Indonesia. Sit in front of my computer
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Post Re: Gentlemen, The Dummy Factory.
This is like cloning factory. The Dummies Fctory are keep producing with out man in Dummy Controller. And, can I costumize the weapons ? where I can found Lua ? Looks like you are Dummier !


Wed Feb 10, 2010 3:30 am
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Post Re: Gentlemen, The Dummy Factory.
LeonXross wrote:
The main problem I currently suggest a change in is after the dummies are created. Is it possible for the dummies to walk out and self target enemies? That would be a lot more useful.

Also, when I use an actor to activate the dummy factory control module, it spazes out. Is there a better way to activate it?

Also, randomly, when I have production on infinite and with 100k, production randomly stops. I have a sneaky suspicion that its because of the actor in the dummy factory control module spazzing out.



For your first issue, if you read the main post you will find that you can set the dummies to a go-to point using the operator of the console. Dummies created will go to this point. A nice alternative is to place one end of a teleporter at the exit of the Conveyor and place the other end more near the battlefield.

Regarding your second issue, the actor using the console becomes pinned in place. It was the only way I thought of at the time to keep the actor from moving all over the room and possibly outside it.
Recently, however, I did get an idea to sprite a dummy or two sitting down at the terminal which would be a stationary actor spawned with the terminal that would allow you to select and operate it as if a mobile actor was there. We'll see.

The final issue I suspect may be your scene reaching the MOID cap. Kyred cleverly wrote a little bit in the coding to automatically halt further Dummy production if you are close to the MOID cap, so avoid you producing a dummy and potentially auto-gibbing another of your units.

Another possibility is you are leaving the console open and the actor you've got operating it is triggering the menu keys with the AI, possibly hitting the on/off switch. It should be noted that you do not need to keep the Terminal open and active to keep the Factory running on Loop setting. You can close the terminal at will and the factory will keep going until you either run out of funds, the MOID cap is close, or you shut it off yourself with a Remote or Terminal system.


Wed Feb 10, 2010 3:34 am
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Gentlemen, The Dummy Factory.
Ok, so I activate the console by crouching...is there a way to unhinge the actor?


Wed Feb 10, 2010 3:59 am
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Post Re: Gentlemen, The Dummy Factory.
Why isn't LFoW a Dev?


Wed Feb 10, 2010 4:56 am
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Post Re: Gentlemen, The Dummy Factory.
Because the Dummies don't need any help to be more powerful than the other factions. :P


Wed Feb 10, 2010 5:04 am
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Post Re: Gentlemen, The Dummy Factory.
I'd love to see some more frames put in to make the whole process smoother, and the little skip-age before the head is attached fixed.


Wed Feb 10, 2010 5:26 am
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Post Re: Gentlemen, The Dummy Factory.
Well, this should be vanilla with orders and all.
This is how units are created [in cc] I'm guessing:
Coalition: Cloning tubes.
Dummy: Factory
TradeStar: Mass production factory.
WhiteBots: Factory
Ronin: Outcasts that are trained
Undead: Broken Cloning Tube


Wed Feb 10, 2010 5:27 am
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Post Re: Gentlemen, The Dummy Factory.
I'll probably not waste time re-smoothing it and just slowly chip away at working to combine all the animated parts into one large smooth animation. It's a -lot- of work, but the pay off is a completely smooth animation.


Wed Feb 10, 2010 5:28 am
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Post Re: Gentlemen, The Dummy Factory.
Maybe instead of having tons of animation sprites, you could have the individual pieces positioned according to the production phase with Lua? It would cut down on the amount of sprites, but there would be much more Lua.


Wed Feb 10, 2010 6:01 am
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Post Re: Gentlemen, The Dummy Factory.
I don't mind there being this many sprites. Honestly Kyred did quite enough Lua work here.


Wed Feb 10, 2010 6:28 am
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Post Re: Gentlemen, The Dummy Factory.
p3lb0x wrote:
Why? It's not even a phonetic spelling. How as I supposed to read that?



If you really wanted to know what it said you could search babelfish on google and its a language translator.

OT: Loved it. Wanna find the hidden Easter egg as said in description.


Wed Feb 10, 2010 7:31 am
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Post Re: Gentlemen, The Dummy Factory.
dragonxp wrote:
Well, this should be vanilla with orders and all.
This is how units are created [in cc] I'm guessing:
Coalition: Cloning tubes.
Dummy: Factory
TradeStar: Mass production factory.
WhiteBots: Factory
Ronin: Outcasts that are trained
Undead: Broken Cloning Tube


And, then. From where, Browncoats were created ?

Browncoats : ?
Undead : Broken Cloning Tube. (Unperfect Coalition soldier. So, for Coalitioner : "Don't kill Undead ! They are friends "


Wed Feb 10, 2010 7:51 am
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Post Re: Gentlemen, The Dummy Factory.
When i use the console my guys randomly die.


Wed Feb 10, 2010 3:24 pm
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Post Re: Gentlemen, The Dummy Factory.
Mikemfour wrote:
When i use the console my guys randomly die.


Happened to me too a couple of minutes ago :/

I also had some troubles with two factories in loop mode.


Wed Feb 10, 2010 3:27 pm
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Location: Kartasura, Indonesia. Sit in front of my computer
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Post Re: Gentlemen, The Dummy Factory.
Mikemfour wrote:
When i use the console my guys randomly die.


Wed Feb 10, 2010 4:01 pm
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