Re: Open Sauce Ideas thread
Quote:
Originally Posted by
Timo
...1920x1080 that downscales to all other widescreen resolutions, and another for standard aspect ratios.
Don't forget about 1920x1200! I guess minor stretching wouldn't hurt, but if you can get 1920x1080, why not 1920x1200?
Re: Open Sauce Ideas thread
Why not 2560x1600?! It was just an example of a large res ;)
Re: Open Sauce Ideas thread
Touché. But I'm selfish and don't have a 30" so who cares about them!
Re: Open Sauce Ideas thread
I'm lost as to the question if that's feasible or not.
Re: Open Sauce Ideas thread
I need a function to teleport objects to points on other objects. Sort of like objects_attach, but without the attaching. I've tested changing the coordinates of a device machine manually and it seems the biped will stay on, I want to use this in the DRC-II by "teleporting" an invisible device machine around with the ship, but there are no functions to do that, I can only teleport to a cutscene_flag.
e: Technically, I'm looking for an object_teleport with the format of objects_attach:
object_teleport object string object string
"Teleports the second object to the first object, both strings may be left blank"
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
AdmiralBacon
I need a function to teleport objects to points on other objects. Sort of like objects_attach, but without the attaching. I've tested changing the coordinates of a device machine manually and it seems the biped will stay on, I want to use this in the DRC-II by "teleporting" an invisible device machine around with the ship, but there are no functions to do that, I can only teleport to a cutscene_flag.
You could always just attach/detach.
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
Choking Victim
You could always just attach/detach.
Doesn't work. I do that all the time, but it won't work with the device_machine/biped combo. I need to quite literally, and in one game tick, change the position coordinates of the device_machine, as well as (ideally) its rotation to that of a point on another object in world space. So far, experiments show that this could yield walkable vehicles.
e: And yes, I'd probably replace all of my attach/detach's with this, 'cause it would take less game ticks and therefore yield better syncing if I did it with a vehicle in the back... Which means less lag.
Re: Open Sauce Ideas thread
could we attach trigger volumes to objects?
then we could have moveable teleporters, like halo 3 forge does
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
AdmiralBacon
I need a function to teleport objects to points on other objects. Sort of like objects_attach, but without the attaching. I've tested changing the coordinates of a device machine manually and it seems the biped will stay on, I want to use this in the DRC-II by "teleporting" an invisible device machine around with the ship, but there are no functions to do that, I can only teleport to a cutscene_flag.
e: Technically, I'm looking for an object_teleport with the format of objects_attach:
object_teleport object string object string
"Teleports the second object to the first object, both strings may be left blank"
If you're just aiming at walkable vehicles, then wouldn't my suggestion of allowing more object types in the attatchments box (much like the warthog antena) be preferable? If that is possible of course.
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
Rhydgaled
If you're just aiming at walkable vehicles, then wouldn't my suggestion of allowing more object types in the attatchments box (much like the warthog antena) be preferable? If that is possible of course.
I'm not sure if it'll work. I think attachments work pretty much the same objects_attach does in effect, so it doesn't yield the right results. If it does work, yes, but I still want this function because it's "super easy" to implement.
e: Though, yes, that would be preferable. It would also be really nice if an attached proximity door still detected a biped presence... then I could just add more doors as attachments with no extra scripting...