by Zanieon » Thu May 29, 2014 7:27 pm
Actually i made a Script for Hunter's Moon V2.6 that checks if the vehicles fits in the place that the players wants decompress them, if it doesn't have enough size it denies the decompression.
It's very simple and checks the size by trying spawn a invisible actor that have the same size of the vehicle decompressed, if the spawn fails it tell to the Vehicle actor to not spawn the vehicle there, it have a duration of 2 tics, then disappears.
Maybe something of the kind can be made using some system of collision checking, with a hybrid actor that take the desired size of the thing that will have the collision changed.
Code: Select all
script 725 (void) //Checks if Cyclops uncompressed fits where the player tried to summon it, if yes keep the spawning process
{
int x = GetActorX(0);
int y = GetActorY(0);
int z = GetActorZ(0);
if (!Spawn("CyclopsTestBox",x,y,z,0,GetActorAngle(0) >> 8))
{
SetResultValue ( False );
}
else
{
SetResultValue ( True );
}
}
Actually i made a Script for Hunter's Moon V2.6 that checks if the vehicles fits in the place that the players wants decompress them, if it doesn't have enough size it denies the decompression.
It's very simple and checks the size by trying spawn a invisible actor that have the same size of the vehicle decompressed, if the spawn fails it tell to the Vehicle actor to not spawn the vehicle there, it have a duration of 2 tics, then disappears.
Maybe something of the kind can be made using some system of collision checking, with a hybrid actor that take the desired size of the thing that will have the collision changed.
[code]script 725 (void) //Checks if Cyclops uncompressed fits where the player tried to summon it, if yes keep the spawning process
{
int x = GetActorX(0);
int y = GetActorY(0);
int z = GetActorZ(0);
if (!Spawn("CyclopsTestBox",x,y,z,0,GetActorAngle(0) >> 8))
{
SetResultValue ( False );
}
else
{
SetResultValue ( True );
}
}[/code]