Re: The next generation of lightning weapons.
PhantomAGN wrote:
As a failure mode, it's gotta get stuck on overcharge and zap anything until it explodes.
So if you assault it and damage the control circuits it gets locked "on" and just overcharges for a while, and then explodes violently.
Is this awesome y/n ?
If you don't, I'll have to.
This is definitely something I was looking into already. I've got some great glows/sounds for when it charges up. My main problem is going to be the lightning itself.
I also have some great lightning bolt glows, but I don't remember if you can rotate glows at all (you can't IIRC). So I may end up having to hand sprite them.
Petethegoat wrote:
Sprite looks lovely, but the main body is a little shiny, and the pipes going in to it look a touch odd.
Furthermore, the Dummy colour scheme slightly restricts how it can be used, so I don't know if you might want to make a more neutral version as well.
The sprite is still WIP, and it will get more love after some basic functionality is implemented. I'm aware of the pipes problem. They aren't in perspective, but quite easy to fix.
Also, I've never found the Dummy colour scheme restricting at all. There's more yellow-orange ramps in our palette than anything really, and it's no secret I love Dummies. Personally I find it plausible that a new weapon would appear in a Dummy test lab first before appearing elsewhere.
Culthero wrote:
Will it auto aim like the Arc Rifle in D-9 mod? I mean: Zzzzap! *head explosion* =gibbath.
I haven't played with that one yet, but I plan on making it an actor that will simply charge up to a threshold and discharge a shot off at an enemy in range, or allow you to select it and manually rip off a bolt yourself. Basic functionality will be near identical to Red Alert's Tesla towers ideally.
In terms of lightning guns in CC I really was inspired by
Electroclan's Tesla Cannon.