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 LFoW's Remastered Modules and Prefabs - Updated 02-21-10 
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
What's the easiest way to start on combining the Conveyor modules? Anyone toss me a bone? I can work on the actual fishbowl graphic, but with no trapping fishbowl typhoon, it's useless!


Tue Jun 16, 2009 2:21 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
It's very simple lua, btw.

Anyway, the code should look like this:
Code:
function Create(self)
--Define boxes.
topareabox = Box(Vector(something,something) + self.Pos, Vector(something, something) + self.Pos)
end
function Update(self)
for X in MovableMan.Actors do
if topareabox:WithinBox(X.Pos) then
X.Vel.X = -25
elseif rightareabox:WithinBox(X.Pos) then
X.Vel.Y = 25
elseif bottomareabox:WithinBox(X.Pos) then
X.Vel.X = 25
elseif leftareabox:WithinBox(X.Pos) then
X.Vel.Y = -25
end
end

I'm not sure about box defining, I have not really fiddled with boxes alot.
If not, you could always subsitiute the something:WithinBox(X.Pos) with:
Code:
(actor.Pos.X >= self.Pos.X - MaxinumLeft) and (actor.Pos.X <= self.Pos.X + MaxinumRight) and (actor.Pos.Y >= self.Pos.Y - MaxinumUp) and (actor.Pos.Y <= self.Pos.Y + MaxinumDown)

With Maxinum what ever being lua offsets for the check area.


Tue Jun 16, 2009 2:31 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
You might as well be posting in chinese kanji. :oops:

Let me throw together a mockup of the tile I'll use and perhaps that will help us both.


Tue Jun 16, 2009 3:22 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
LowestFormOfWit wrote:
You might as well be posting in chinese kanji. :oops:

Let me throw together a mockup of the tile I'll use and perhaps that will help us both.


Whatever chinese kanji is :???:

How come the extended silo shafts are nowhere to be found? Will they be included in the next update?


Tue Jun 16, 2009 4:36 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
The Decaying Soldat wrote:
LowestFormOfWit wrote:
You might as well be posting in chinese kanji. :oops:

Let me throw together a mockup of the tile I'll use and perhaps that will help us both.


Whatever chinese kanji is :???:

How come the extended silo shafts are nowhere to be found? Will they be included in the next update?


Yes, along with the doors for said Silo shaft.


Tue Jun 16, 2009 4:41 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Ahhh, nice. I find your mods simple but brilliant. The towers serve as well, towers and also convenient entrances to underground bases. And there's enough room to go around in such a cramped tower. I really like it.

And not to mention the resprited nurse you made.


Tue Jun 16, 2009 4:45 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Kanji is japanese.


Tue Jun 16, 2009 4:48 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
CrazyMLC wrote:
Kanji is japanese.


Exactly. "han zi", would be chinese.


Tue Jun 16, 2009 4:57 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
I meant to say japanese. The real point was that posting LUA code to me is completely something I can't make sense of. I wish I knew more to be honest.


Tue Jun 16, 2009 6:58 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
LowestFormOfWit wrote:
I meant to say japanese. The real point was that posting LUA code to me is completely something I can't make sense of. I wish I knew more to be honest.


I understand, totally off-topic post, that was XD


Tue Jun 16, 2009 7:03 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Does this still have a heartbeat? Or will I be mercilessly flamed for bumping a dead topic?


Tue Aug 11, 2009 12:30 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Tomaster wrote:
Does this still have a heartbeat? Or will I be mercilessly flamed for bumping a dead topic?


Normally, yes, you would be mercilessly flamed.
But it just so happens though that this thread came up in IRC today.
Grif showed interest in adding some Sparkle Magic to them (at least to the Guard tower).




So, you're actually in luck.


Tue Aug 11, 2009 12:34 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Come to think of it, a mounted machine gun on the tower would be an interesting addition.


Tue Aug 11, 2009 3:44 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
I'm salivating at the thought that we will get a tower with a built-in gun.
Because it's a vanilla-styled base, what would the turret be like? The vanilla factions have pretty different themes.
Or something generic, similar to the vanilla guns?

Saying vanilla this much is making me hungry.


Tue Aug 11, 2009 4:31 am
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REAL AMERICAN HERO
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Who said anything about a turret? I mean, seriously. One persons posts about a turret (who's utterly unconnected with anything) and suddenly we're all HEY TURRETS.

C'mon guys.


Tue Aug 11, 2009 5:03 am
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