Post by '¿!N!¿'Lepro$Y on Mar 10, 2003 3:46:42 GMT -5
HOW TO USE ACTORGENERATORS
An actorgenerator is an invisible generator that can spawn anything that can be summoned.You can alter how they summon stuff in many ways.
The Basics
(1)summon actorgenerator
(2)If you want to see the actorgenerator, type this;
set actorgenerator bhidden false
It will show up as a icon sprite thing, bhidden true hides it again
(3)Now to set the actor that you want summoned, to do this you first have to summon the actor.
For Example:summon keg
After you summon the keg you have to tell the actorgenerator this is the actorclass you want to summon, type this;
set actorgenerator actorclass runei.keg
The actorclass is always runei.something, the "something" is the summon name of the actor, in this case, runei.keg
(4)Now to make the actorgenerator active, next time you summon one
First you have to set a couple of variables
set actorgenerator actorprobability 10
set actorgenerator classcount 5
the number you put into actorprobability and classcount doesn't seems to matter, as long as they have a number of some kind. As above I usually type in 10 or 5 or something similar
Now type;
set actorgenerator binitiallyactive true
this will make the actorgenerator switched on when it is summoned
(5)Now to set the quantity of actors that the generator will summon, type this;
set actorgenerator quantityalways 100
Pretty obvious, the number equals the quantity of actors to be summoned.
(6)Now to set the time interval between each actor being summoned, type this;
set actorgenerator delayalways 10
The number is the time in seconds between actors being summoned.
(7)Now to set the force you want the actor spat out at, type this;
set actorgenerator directionweight 150
The effects of directionweight will be explained in the next bit on physics.
(8)Now to set the physics of the actor you are summoning. This only really applies to summoning stuff that isn't a viking or a creature, skip this bit if you are summoning something like runei.goblin or runei.alric
Here are the two most useful physics,
set keg physics phys_falling
This will make the keg be dragged to the ground by gravity when it is summoned, if you set a higher actorgenerator directionweight, the keg will be pushed through the air further before it hits the ground.
or you could;
set keg physics phys_projectile
This will make the keg move smoothly forward at the speed you set the actorgenerator directionweight at, indepenent of the effects of gravity. The keg will only stop moving when it hits something. If you set a low directionweight when using phys_projectile, you can jump on a keg and ride it across an open space.
(9)Now type;
killall actorgenerator
to kill the first actorgenerator you summoned
Then type;
summon actorgenerator
to summon an active working actorgenerator.
ACTORGENERATOR TRIX
KEG-LAUNCHER
To give your player the effect of having a keg-launcher, type these lines;
set actorgenerator lifespan 1
and;
set actorgenerator quantityalways 1
Now type;
set input p summon actorgenerator
and;
set keg physics phys_projectile
and;
set actorgenerator directionweight 160 // Good speed for kegs slow enuff to jump on
Everytime you press p on ya keyboard you will summon an actorgenerator that will live for one second, just long enough to spit out one keg in the direction your player is facing.
If you want to make the actorgenerator never die like it was before, type;
set actorgenerator lifespan 0
If you don't wanna clutter your level with kegs, type;
set keg lifespan 25 // or however long you want 'em to live
KEG-BRIDGE
(1)To make a keg-bridge, set quantityalways to the number of kegs you want in the bridge, type this;
set actorgenerator quantityalways 25
(2) Make the actorgenerator live long enough to spit out all the kegs then die, 20 seconds is plenty long enough in this case;
set actorgenerator lifespan 20
(3)Set a really small interval between kegs being summoned, 0.5 is good
set actorgenerator delayalways 0.5
(4)Make sure keg is set to physics phys_projectile, type;
set keg physics phys_projectile
(5)Make sure you set a high actorgenerator directionweight, type;
set actorgenerator directionweight 1500
(4)Line up where you want your bridge and; summon actorgenerator
The kegs should all spit out quickly and will start making the bridge when the first keg hits something and stops, causing all the other kegs to back up behind it in a straight line.
To make the keg-bridge not break, type;
set keg bdestroyable false
FLICK OF A SWITCH
This makes the actorgenerator turn on or off by pressing a pump or lever
(1)To make the actorgenerator initially turned off, type;
set actorgenerator binitiallyactive false
(2)To make the actorgenerator only spit out one thing each time you hit the switch, type;
set actorgenerator quantityalways 1
(3) summon an actorgenerator where you want it to spit the actors from;
summon actorgenerator
(4)Go to where you want your switch and type;
summon pump
or
summon lever
(5) If you want your pump or lever on the floor, type;
set lever or pump bcollideworld true
and;
set lever or pump physics phys_falling
(6)Now to link the switch to the actorgenerator, type;
set pump event cobber
then type;
set actorgenerator tag cobber
It doesn't matter what you put as the tag and event, as long as it is the same word.
Now when you hit the switch, it will make the actorgenerator active and summon a single actor(this is if you set quantityalways to one). When you hit the switch again it will make the actorgenerator inactive. pressing it again will reacivate the generator and summon another actor......etc.......etc
SOME OTHER ACTORGENERATOR VARIABLES
brandomposition // If set to true will summon in a random position, I think it is affected by the collisionradius of the actorgenerator
delayrandom // sets the spawning time at a random number between the delayalways and delayrandom numbers
adjustedclass // makes the actorgenerators that you have already summoned change so they summon a new class(runei.blahblah) of actor, but when you summon another actorgenerator it will still summon whatever is set to actorclass
directionweightrandom // works the same as delayrandom, except using directionweight
quantityrandom // same again, 'cept with quantityalways
spawnwithdrawscale // changes the size of the actor summoned, 1.0 is default, 2.0 makes actor twice as big
bloopforever // not tested
spawnwithtag // tag the actor is spawned with
spawnwithevent // event the actor is spawned with
btriggercreations // does weird stuff to physics of actor summoned(like makes kegs pop)
Actorgenerator commands relating to pawns:
bspawnwithnoweapon true/false
bspawnwithnoshield true/false
spawnwithhealth number
spawnwithweapon weaponname
spawnwithshield shieldname
spawnorders ordername
bmovewhenunreachable true/false
Although I have used some specific examples here, there are heaps of trix you can come up with by experimenting wiv actorgenerators........get amongst it
=!N!=LeP
}8oD
An actorgenerator is an invisible generator that can spawn anything that can be summoned.You can alter how they summon stuff in many ways.
The Basics
(1)summon actorgenerator
(2)If you want to see the actorgenerator, type this;
set actorgenerator bhidden false
It will show up as a icon sprite thing, bhidden true hides it again
(3)Now to set the actor that you want summoned, to do this you first have to summon the actor.
For Example:summon keg
After you summon the keg you have to tell the actorgenerator this is the actorclass you want to summon, type this;
set actorgenerator actorclass runei.keg
The actorclass is always runei.something, the "something" is the summon name of the actor, in this case, runei.keg
(4)Now to make the actorgenerator active, next time you summon one
First you have to set a couple of variables
set actorgenerator actorprobability 10
set actorgenerator classcount 5
the number you put into actorprobability and classcount doesn't seems to matter, as long as they have a number of some kind. As above I usually type in 10 or 5 or something similar
Now type;
set actorgenerator binitiallyactive true
this will make the actorgenerator switched on when it is summoned
(5)Now to set the quantity of actors that the generator will summon, type this;
set actorgenerator quantityalways 100
Pretty obvious, the number equals the quantity of actors to be summoned.
(6)Now to set the time interval between each actor being summoned, type this;
set actorgenerator delayalways 10
The number is the time in seconds between actors being summoned.
(7)Now to set the force you want the actor spat out at, type this;
set actorgenerator directionweight 150
The effects of directionweight will be explained in the next bit on physics.
(8)Now to set the physics of the actor you are summoning. This only really applies to summoning stuff that isn't a viking or a creature, skip this bit if you are summoning something like runei.goblin or runei.alric
Here are the two most useful physics,
set keg physics phys_falling
This will make the keg be dragged to the ground by gravity when it is summoned, if you set a higher actorgenerator directionweight, the keg will be pushed through the air further before it hits the ground.
or you could;
set keg physics phys_projectile
This will make the keg move smoothly forward at the speed you set the actorgenerator directionweight at, indepenent of the effects of gravity. The keg will only stop moving when it hits something. If you set a low directionweight when using phys_projectile, you can jump on a keg and ride it across an open space.
(9)Now type;
killall actorgenerator
to kill the first actorgenerator you summoned
Then type;
summon actorgenerator
to summon an active working actorgenerator.
ACTORGENERATOR TRIX
KEG-LAUNCHER
To give your player the effect of having a keg-launcher, type these lines;
set actorgenerator lifespan 1
and;
set actorgenerator quantityalways 1
Now type;
set input p summon actorgenerator
and;
set keg physics phys_projectile
and;
set actorgenerator directionweight 160 // Good speed for kegs slow enuff to jump on
Everytime you press p on ya keyboard you will summon an actorgenerator that will live for one second, just long enough to spit out one keg in the direction your player is facing.
If you want to make the actorgenerator never die like it was before, type;
set actorgenerator lifespan 0
If you don't wanna clutter your level with kegs, type;
set keg lifespan 25 // or however long you want 'em to live
KEG-BRIDGE
(1)To make a keg-bridge, set quantityalways to the number of kegs you want in the bridge, type this;
set actorgenerator quantityalways 25
(2) Make the actorgenerator live long enough to spit out all the kegs then die, 20 seconds is plenty long enough in this case;
set actorgenerator lifespan 20
(3)Set a really small interval between kegs being summoned, 0.5 is good
set actorgenerator delayalways 0.5
(4)Make sure keg is set to physics phys_projectile, type;
set keg physics phys_projectile
(5)Make sure you set a high actorgenerator directionweight, type;
set actorgenerator directionweight 1500
(4)Line up where you want your bridge and; summon actorgenerator
The kegs should all spit out quickly and will start making the bridge when the first keg hits something and stops, causing all the other kegs to back up behind it in a straight line.
To make the keg-bridge not break, type;
set keg bdestroyable false
FLICK OF A SWITCH
This makes the actorgenerator turn on or off by pressing a pump or lever
(1)To make the actorgenerator initially turned off, type;
set actorgenerator binitiallyactive false
(2)To make the actorgenerator only spit out one thing each time you hit the switch, type;
set actorgenerator quantityalways 1
(3) summon an actorgenerator where you want it to spit the actors from;
summon actorgenerator
(4)Go to where you want your switch and type;
summon pump
or
summon lever
(5) If you want your pump or lever on the floor, type;
set lever or pump bcollideworld true
and;
set lever or pump physics phys_falling
(6)Now to link the switch to the actorgenerator, type;
set pump event cobber
then type;
set actorgenerator tag cobber
It doesn't matter what you put as the tag and event, as long as it is the same word.
Now when you hit the switch, it will make the actorgenerator active and summon a single actor(this is if you set quantityalways to one). When you hit the switch again it will make the actorgenerator inactive. pressing it again will reacivate the generator and summon another actor......etc.......etc
SOME OTHER ACTORGENERATOR VARIABLES
brandomposition // If set to true will summon in a random position, I think it is affected by the collisionradius of the actorgenerator
delayrandom // sets the spawning time at a random number between the delayalways and delayrandom numbers
adjustedclass // makes the actorgenerators that you have already summoned change so they summon a new class(runei.blahblah) of actor, but when you summon another actorgenerator it will still summon whatever is set to actorclass
directionweightrandom // works the same as delayrandom, except using directionweight
quantityrandom // same again, 'cept with quantityalways
spawnwithdrawscale // changes the size of the actor summoned, 1.0 is default, 2.0 makes actor twice as big
bloopforever // not tested
spawnwithtag // tag the actor is spawned with
spawnwithevent // event the actor is spawned with
btriggercreations // does weird stuff to physics of actor summoned(like makes kegs pop)
Actorgenerator commands relating to pawns:
bspawnwithnoweapon true/false
bspawnwithnoshield true/false
spawnwithhealth number
spawnwithweapon weaponname
spawnwithshield shieldname
spawnorders ordername
bmovewhenunreachable true/false
Although I have used some specific examples here, there are heaps of trix you can come up with by experimenting wiv actorgenerators........get amongst it
=!N!=LeP
}8oD