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 Bunker Enhanced 
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Joined: Wed Mar 21, 2007 10:15 pm
Posts: 440
Location: Dublin, Ireland
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Post Re: Bunker Enhanced
This is looking great. But I am willing to wait until its best it can be. Also, Maybe an armoury time bunker? Since you cant give your actors wepons.


Sun Oct 14, 2007 2:56 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Bunker Enhanced
Oh ♥♥♥♥ yeah. The large mecha shaft is just the thing I need.
It looks pretty cute and reasonable too.

Also how about making an elevator?

Heres how:

First do a bunker module you can stick the elevator in since it will be a seperate object from the module and has to placed inside it. Now the elevator:
Its an ACRocket that has a large animated opening animation that is the elevator itself going up or down. Choose the starting position (either upper level or lower level, I'd go for the upper level though.) then start spriting a normal rectangular block that has small tiny... wall things that things wouldnt fall off it too easy. Then match the canvas of the sprite so it has a large invisible purple BG on which you could do easy animation of the elevator going in one direction.
(since the elevator will use the same animation backwards when used again to go the other way)

Now in the code youll have to mess around with materials (Alot of density, full friction and no bouncyness and make it strong as mega metal or metal and on the ACRocket code make all the emitters and thruster emit nothing (custom emitters with null MOPixels kay.) have the whole thing weight about 10-100 kg (See which works better.) And remember to add some gibs so we could blow it up afterwards if feel like it. Also give it AddToGroup = Doors.

Thats should be all. Now do it. Or someone.


Sun Oct 14, 2007 4:21 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: Bunker Enhanced
Errr... Numgun, from what I read, you are counting on the animations of rockets to be an elevator.

Thing is, rocket's collision boundaries don't change when animating.

Unless... there is something I'm forgetting in your theory.

And, as of yet, feet atom groups don't collide with MOs.

I wish to be proven wrong :D. That would make my day.


Sun Oct 14, 2007 4:35 pm
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Joined: Sat Jan 27, 2007 9:38 am
Posts: 170
Location: St. Louis, MO
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Post Re: Bunker Enhanced
ProjektTHOR wrote:
It's a small miracle. A good bunker module addendum. Rejoice.

:D
3 solid wrote:
Hm.. (In agreement with THOR)

Many people think of a bunker module as a big box. Now these, these are actually things.

And I'll be using that giant tunnel one alot, cause I like bases with multiple rooms instead of just tunnels.

Indeed. You'll have to wait for the later versions and such for the big tunnel though. Or maybe I'll release that soon, I donno. :???:

numgun wrote:
Also how about making an elevator?

Heres how:

-Long Insightful Description-

Thats should be all. Now do it. Or someone.

Well that sounds great but uh... that's kinda outside my abilities. :lol: Not to mention what Zalo said. The door mod works because it doesn't collide with anyone during movement really.


Sun Oct 14, 2007 4:38 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Bunker Enhanced
zalo wrote:
Errr... Numgun, from what I read, you are counting on the animations of rockets to be an elevator.

Thing is, rocket's collision boundaries don't change when animating.

Unless... there is something I'm forgetting in your theory.

And, as of yet, feet atom groups don't collide with MOs.

I wish to be proven wrong :D. That would make my day.


*Face palm at zalo*

Blast door. My idea as well except Thanatos and Seraph never felt like crediting me. Some one make me the sprites then and Ill do the code. Make the animation smooth too.


Sun Oct 14, 2007 5:54 pm
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Joined: Tue Jul 24, 2007 1:13 am
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Location: eating sock's face like a cupcake
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Post Re: Bunker Enhanced
these are all pretty ♥♥♥♥ badass


Sun Oct 14, 2007 5:55 pm
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Joined: Sat Jan 27, 2007 9:38 am
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Location: St. Louis, MO
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Post Re: Bunker Enhanced
NeoSeeker wrote:
these are all pretty **** badass

Thanks! :D

Released: viewtopic.php?f=23&t=8185


Mon Oct 15, 2007 6:12 am
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