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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Where Do I place Materials?
well DeathRain was one of my first mods I made. It was a overkill within reasons. I made a cannon gave it a explosive that shot out about 4000 particles into the airs. Now these particles had a long life span so since they were shot into the air in all directions. What comes up must come down, So, it looked like it was raining, these particles would barley hurt the terrain but kill everything not covered. overkill within reason. tried to remake it but since the roof now deletes anything too far above it, it is no longer possible. I can make a variants of it , but it not same. I also was looking at some of my old post and found the interesting things. viewtopic.php?f=4&t=1205To get regenerative people on the wound generator give the burst dmg a negative number to get regenerative people . Think I will remake this and release it.
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Tue May 27, 2008 1:13 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Where Do I place Materials?
Ok. Whatever the hell that wheel thing is, it is awesome and you should release that as soon as you can.
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Tue May 27, 2008 11:29 am |
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killdeer
Joined: Wed May 14, 2008 10:14 pm Posts: 20 Location: Ontario, Canada
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Re: Where Do I place Materials?
Wheel thing made me lol.
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Tue May 27, 2008 8:21 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: Where Do I place Materials?
Holy sh*t that thing is made of win!
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Tue May 27, 2008 9:14 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Where Do I place Materials?
I am afraid to think of the lag caused by running into the rocket.
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Tue May 27, 2008 9:53 pm |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: Where Do I place Materials?
He's remaking that, that thing's from an older build, I think
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Tue May 27, 2008 9:56 pm |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Where Do I place Materials?
yep that is from build 13
It causes no lag when hitting a rocket. in fact it can't even kill anyone, only able to dig.
but something is weird with this build....it doesn't let objects appear in walls have to do more experimenting.
Last edited by FarvanTorna on Tue May 27, 2008 11:04 pm, edited 1 time in total.
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Tue May 27, 2008 10:39 pm |
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: Where Do I place Materials?
Holy cockirons batman, an ♥♥♥♥♥♥! Jesus Christ how long have you been gone again?
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Tue May 27, 2008 10:45 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Where Do I place Materials?
Ophanim wrote: Holy cockirons batman, an gentleman! Jesus Christ how long have you been gone again? BTW, Ophanim is pyrorex. Wheel thing looks cool.
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Tue May 27, 2008 11:01 pm |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Where Do I place Materials?
Ophanim wrote: Holy cockirons batman, an gentleman! Jesus Christ how long have you been gone again? think a year now. I have this reworked release all of my akward stuff once I get them working again. Nope the Wheel Thing(digger) Cannot work in this version. it doesn't allow the explosives to appear in walls anymore the way they use to. They seem to follow curves of the map. really waiting for the lua(reason I came back)
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Tue May 27, 2008 11:07 pm |
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: Where Do I place Materials?
Wut. That looks like some old shitty mod of mine except with a different sprite.
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Tue May 27, 2008 11:26 pm |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Where Do I place Materials?
Not surprising I'm sure everyone has made a laser at one point that bounces off objects. but..I think I am rdy to remake the orbital cannon last thing I will be doing till lua.
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Wed May 28, 2008 1:09 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Where Do I place Materials?
FarvanTorna, how exactly did your uberdigger work? It might be possible to remake it.
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Wed May 28, 2008 1:55 am |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Where Do I place Materials?
Here is the Quick Run Down
1) make a cannon 2) make the Nade trigger 0 secs, cannot gib,explodes zero particles, and the nade has neg mass 3)make the round huge 4) make it shoot 3 of those around with a slight shake 5) make it shoot really fast
that was it.
What happens the Nade like the scenery takes the place of ground and removes it. The neg mass makes you fly forward.
You have to do something tot he off-set...I do not remember for the life of me.
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Wed May 28, 2008 2:20 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Where Do I place Materials?
FarvanTorna wrote: Here is the Quick Run Down
1) make a cannon 2) make the Nade trigger 0 secs, cannot gib,explodes zero particles, and the nade has neg mass 3)make the round huge 4) make it shoot 3 of those around with a slight shake 5) make it shoot really fast
that was it.
What happens the Nade like the scenery takes the place of ground and removes it. The neg mass makes you fly forward.
You have to do something tot he off-set...I do not remember for the life of me. Apparently when you explode something solid into terrain, it digs! Many changes: 1. TDExplosives from flak cannons always explodes now! 2. Doors! 3. Attachables (Armor) 4. Glow! 5. Things that goes below the scene (For example, digging, until you reach the very bottom where it does not scroll) does not crash the game like it used to, instead, it makes the actor die I'll show you new things people invented B19+ 1. The laser bayonet - Add an emitter to the weapon, make the weapon "Test" material, and make the emitter hurt. 2. Brains - I know zalo made a brain mech before, but you can make anything with HP a brain, by Putting this code after InstanceName Code: [tab]AddToGroup = Brains
Note, Replace [tab] with the tab button 3.Aimable airstrikes - Still unknown to me 4.Dual wieldable weapons - Since B15, they removed dual wielding. But some guy, findude, found dual wielding for the 20th build. Add this code under instance name. Code: [tab] AddToGroup = Shields
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Wed May 28, 2008 2:38 am |
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