Powder clone

  • jaml96
    25th Aug 2013 Member 0 Permalink

    it is exactly what the title says. it would be exactly the same as normal clone, but only powder. if thats possible, maybe a breakable version?

  • therocketeer
    25th Aug 2013 Member 0 Permalink
    Uses?
  • jaml96
    25th Aug 2013 Member 0 Permalink

    im sure the geniuses of tpt could figure it out. EDIT: whats the use of GRAV?

    Edited once by jaml96. Last: 25th Aug 2013
  • randalserrano
    25th Aug 2013 Member 3 Permalink

    That isnt a good enough answer for uses. You have to explain the uses in order for consideration of the implementation of the element. I do see a potential problem with this element already though, what is there to stop the clone from cloning its self? 

  • Catelite
    25th Aug 2013 Former Staff 1 Permalink

    GRAV is a powder that has no gravity. Its chiefest use is for awesome colorful displays with Persistant mode, really.

  • mniip
    25th Aug 2013 Developer 1 Permalink
    @randalserrano (View Post)
    CLNE doesn't clone itself either
  • randalserrano
    26th Aug 2013 Member 0 Permalink

    @mniip (View Post)

     But powdered clone touching other powdered clone would actually have the possibility of cloning its self due to the fact that it can actually move around.regular clone and breakable clone cant due to the fact that you are placing a solid object.

  • boxmein
    26th Aug 2013 Former Staff 0 Permalink
    @randalserrano (View Post)
    BCLN does move around itself and not start multiplying....

    The thing that governs whether or not CLNE 'accepts' the particle next to it or drawn onto it is that it doesn't have a flag PROP_NOCTYPEDRAW in its .Properties. (I actually implemented this :D)
    All types of clone have this property as well as some special elements, however with a !set ctype, the clones can be coaxed to clone anything.
    (http://boxmein.x10.mx/tptelements/lua/lua-reference.html#elem.PROP_NOCTYPEDRAW)
    Edited once by boxmein. Last: 26th Aug 2013
  • billion57
    26th Aug 2013 Member 1 Permalink

    Or...

    Set the tmp of clne/bcln/pcln/pbcn to determine the state of matter --pcln/pbcn have life 10 when activated, so we can't use life.

     

    0: Normal

    1: Powder

    2: Liquid

    3: Gas

     

    This should be no more than a few lines of code (but I may be wrong), here's some pseudocode:

     

    if tmp of clne/bcln/pcln/pbcn==0:

      state of particle=solid

    if tmp of particle==1:

      state of particle=powder

    if tmp of particle==2:

      state of particle=liquid

    if tmp of particle==3:

      state of particle=gas

     

  • jacob1
    27th Aug 2013 Developer 0 Permalink
    @billion57 (View Post)
    I wish we could do that (and it might be nice to rewrite some parts of the game to allow it), but state of elements can't really be changed based on things like temperature, they are constant per element (unless changed by lua). Changing it multiple times every frame for each particle isn't really possible yet.