Decoy

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Decoy

Post by DanielLC on Fri Nov 05, 2010 4:12 pm

This is really a prototype. If I wanted to actually use it, I'd put it on a better car. It's a basic car with another basic car attached to it made entirely out of cowls. Both are painted black, so you can't tell the difference by the color. In case you forget, the real one is the one on the east.

This can be countered simply be turning off Show Cowl, but I still think it's kind of interesting.

Code:
Val
{
   Brake(default=0,min=0,max=80,step=80)
   HBrake(default=0,min=0,max=100,step=100)
   Handle(default=0,min=-20,max=20,step=5)
   Engine(default=0,min=-2500,max=2500,step=2500)
   ANGLE(default=0,min=-360,max=360,step=0)
   Gun(default=0,min=0,max=1000000,step=1000000)
}
Key
{
   0:Engine(step=-500)
   1:Engine(step=500)
   2:Handle(step=-0.5)
   3:Handle(step=0.5)
   4:Gun(step=1000000)
   7:Brake(step=30),HBrake(step=20)
   8:HBrake(step=20)
}
Body {
   Core(color=#000000){
      N:Chip(color=#000000){
         N:Rudder(angle=Handle,color=#000000){
            N:Arm(power=Gun,option=100000,color=#000000){}
            W:Frame(color=#000000){
               W:Wheel(angle=90,brake=Brake,color=#000000){
               }
            }
            E:Frame(color=#000000){
               E:Wheel(angle=90,brake=Brake,color=#000000){
               }
            }
         }
      }
      S:Chip(color=#000000){
         W:Frame(color=#000000){
            W:Wheel(angle=90,power=Engine,brake=HBrake,color=#000000){
            }
         }
         E:Frame(color=#000000){
            E:Wheel(angle=90,power=-Engine,brake=HBrake,color=#000000){
            }
         }
      }
   N:Cowl(option=1,angle=90){
   N:Cowl(){N:Cowl(){
   W:Cowl(angle=ANGLE){
   W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){W:Cowl(){
   W:Cowl(angle=-ANGLE){
   S:Cowl(){
   S:Cowl(option=1){
   S:Cowl(angle=90,color=#000000){
      N:Cowl(color=#000000){
         N:Cowl(color=#000000){
            N:Cowl(option=3,color=#000000){}
            N:Cowl(option=4,color=#000000){}
            W:Cowl(option=1,color=#000000){
               W:Cowl(angle=90,option=2,color=#000000){
               }
            }
            E:Cowl(option=1,color=#000000){
               E:Cowl(angle=90,option=2,color=#000000){
               }
            }
         }
      }
      S:Cowl(color=#000000){
         W:Cowl(option=1,color=#000000){
            W:Cowl(angle=90,option=2,color=#000000){
            }
         }
         E:Cowl(option=1,color=#000000){
            E:Cowl(angle=90,option=2,color=#000000){
            }
         }
      }
   }}}}}}}}}}}}}}}}}}}}}}}}}
   }
}

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Re: Decoy

Post by Sting Auer on Fri Nov 05, 2010 9:20 pm

hmmm...

interesting concept. I had an idea for a hover tank that could drop several balloons weighed down with frames to work as a deployable shield for defense or as a smokescreen.
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Re: Decoy

Post by DanielLC on Fri Nov 05, 2010 9:34 pm

I've considered a smokescreen variation of this, but haven't built it. Basically just a large, spherical cowl.

A while ago I was thinking about using the balls as cover, but I'm not sure how effective that would be.

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Re: Decoy

Post by madbob2 on Fri Nov 05, 2010 9:54 pm

BTW, smoke isn't sent over multiplayer.

I had a smokethrower, but Juz or bwansy told me that smoke isn't sent over multiplayer.
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Re: Decoy

Post by T-Bouw on Sat Nov 06, 2010 2:06 am

I like the idea of your model!
Though in multiplayer, the core-chip is in the real car so the nametag floats above it.
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Re: Decoy

Post by JHaskly on Sat Nov 06, 2010 5:09 am

That's why battles without nametags are so fun!

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Re: Decoy

Post by DanielLC on Sat Nov 06, 2010 10:10 am

I haven't played multiplayer.

What color is the name in? Could I just paint the car that color so you can't see the name?

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Re: Decoy

Post by bwansy on Sat Nov 06, 2010 11:56 am

The markers and names float above the cores, so you can't really do anything about them.

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Re: Decoy

Post by DanielLC on Sat Nov 06, 2010 12:57 pm

Make cowls the same color above the cores to block them.

Also, you can drop the core. This will make it very difficult to watch your model. Perhaps just use it for computer-controlled models.

This reminds me of an idea I had for a walker made entirely of ghost pieces. That would have the advantage that people wouldn't know they need to change the options for a while, since it's much more obvious that the decoy is there than that it isn't.

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Re: Decoy

Post by Sting Auer on Sat Nov 06, 2010 2:09 pm

actually, there would need to be regular chips for feet. Ghost ships pass right through terrain.
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Re: Decoy

Post by RA2lover on Sun Nov 07, 2010 1:15 pm

normal frames also work.

BTW, you can use option 2 jets instead of option 1 jets - this makes them to float only if there's water.
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Re: Decoy

Post by DanielLC on Sun Nov 07, 2010 3:27 pm

Why are you talking about jets?

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Re: Decoy

Post by supershade on Wed Feb 09, 2011 12:10 am

Ihad hoped that the two cars could break apart while the player controlled on was free of the cpu controlled one...
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Re: Decoy

Post by Timothy Ashtön on Wed Feb 09, 2011 7:33 am

Bubble mayham, If your about to compile frames together with multiple ballons, when activated, frames extend and the balloons inflate causing overlaping or just blocks ones view.

I though of just having a douzen balloon in a center point each one with different levels on inflation but that became glitchy

So having a 'field' of balloon is you best option to confuse anyone. Cat and mouse really, unless they've got radar and auto-track. :\
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Re: Decoy

Post by supershade on Wed Feb 09, 2011 11:14 am

K.
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Re: Decoy

Post by RA2lover on Mon Mar 07, 2011 1:12 pm

mega bump - i text edited the original basic so that it has 4 identical vehicles(including cores). theres still only one nametag though.

Code:
//BasicCar
Val
{
   Brake(default=0,min=0,max=80,step=80)
   HBrake(default=0,min=0,max=100,step=100)
   Handle(default=0,min=-20,max=20,step=5)
   Engine(default=0,min=-2500,max=2500,step=2500)
}
Key
{
   0:Engine(step=-500)
   1:Engine(step=500)
   2:Handle(step=-0.5)
   3:Handle(step=0.5)
   7:Brake(step=30),HBrake(step=20)
   8:HBrake(step=20)
}
Body {
   Core(){
      N:Chip(){
         N:Rudder(angle=Handle){
            W:Frame(){
               W:Wheel(angle=90,brake=Brake){
               }
            }
            E:Frame(){
               E:Wheel(angle=90,brake=Brake){
               }
            }
         }
      }
      S:Chip(){
         W:Frame(){
            W:Wheel(angle=90,power=Engine,brake=HBrake){
            }
         }
         E:Frame(){
            E:Wheel(angle=90,power=-Engine,brake=HBrake){
            }
         }
      }
   }
//-------------------------------------------------------Car 2
Core(){
      N:Chip(){
         N:Rudder(angle=Handle){
            W:Frame(){
               W:Wheel(angle=90,brake=Brake){
               }
            }
            E:Frame(){
               E:Wheel(angle=90,brake=Brake){
               }
            }
         }
      }
      S:Chip(){
         W:Frame(){
            W:Wheel(angle=90,power=Engine,brake=HBrake){
            }
         }
         E:Frame(){
            E:Wheel(angle=90,power=-Engine,brake=HBrake){
            }
         }
      }
   }
//-------------------------------------------------------Car 3
Core(){
      N:Chip(){
         N:Rudder(angle=Handle){
            W:Frame(){
               W:Wheel(angle=90,brake=Brake){
               }
            }
            E:Frame(){
               E:Wheel(angle=90,brake=Brake){
               }
            }
         }
      }
      S:Chip(){
         W:Frame(){
            W:Wheel(angle=90,power=Engine,brake=HBrake){
            }
         }
         E:Frame(){
            E:Wheel(angle=90,power=-Engine,brake=HBrake){
            }
         }
      }
   }
//-------------------------------------------------------Car 4
Core(){
      N:Chip(){
         N:Rudder(angle=Handle){
            W:Frame(){
               W:Wheel(angle=90,brake=Brake){
               }
            }
            E:Frame(){
               E:Wheel(angle=90,brake=Brake){
               }
            }
         }
      }
      S:Chip(){
         W:Frame(){
            W:Wheel(angle=90,power=Engine,brake=HBrake){
            }
         }
         E:Frame(){
            E:Wheel(angle=90,power=-Engine,brake=HBrake){
            }
         }
      }
   }
}
Script
{
   print 0,"Welcome to Rigid-Chips World."
   print 1,"  FPS=",_FPS(),"  Chips=",_CHIPS(),"  Weight=",_WEIGHT()
   print 2,"  Width=",_WIDTH(),"  Height=",_HEIGHT()
   print 3,"  Faces=",_FACE()
   print 4,"  Vel=",_VEL()
   print 5,"  R=",_RED(32,32)
   print 6,"  G=",_GREEN(32,32)
   print 7,"  B=",_BLUE(32,32)
}
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Re: Decoy

Post by DanielLC on Wed Mar 16, 2011 7:54 pm

Speaking of which, I figured out how to solve that problem, though I haven't tested it. There seems to be a way to move the camera with the script. This eliminates the need to keep the core actually on the car.

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Re: Decoy

Post by RA2lover on Thu Mar 17, 2011 10:09 am

_SETVIEW function, but thats only for scenarios.

you can press the camera key multiple times to change its position when you have a multiple part model.
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Re: Decoy

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