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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
My biggest problem right now is just getting the things to move correctly. I want the non-flying ones to be able to move quickly over the ground. I'm trying to use an ACrab because I think it'd avoid some issues with AHumans. (either they have invisible arms and can pick stuff up which is weird, or they just have "NO ARM" over their head all the time) But I tried to modify a dreadnought and just ended up with something that falls over all the time. I think I'll try to modify an actual crab now, since thats probably closer to what I want anyway.
If all else fails, I'll switch to AHuman.
Edit: Switched to AHuman. We can deal with NO ARM. Also, Foa, thanks, HitsMOs = 0 and GetsHitByMOs = 1 makes it so they can move through each other, but get hit by projectiles. Cool beans.
Now that I have the basics down, I can start working on some of the more specific functions, as well as nice graphics.
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Sat Sep 27, 2008 4:51 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The Flux
I just got an idea. How about they use emitters to dig away terrain and replace it with a special material that they can move on more easily?
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Sat Sep 27, 2008 8:25 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Flux
I doubt it's the material of terrain that's the problem.
Something tells me that it's more the way debris piles up in CC.
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Sat Sep 27, 2008 9:06 pm |
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leadpumper12
Joined: Fri Sep 21, 2007 9:50 pm Posts: 419 Location: KS
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Re: The Flux
As for getting a lot at once, I remember a while ago (I forgot who) made like... Darkwing industries, he made a lot of buildings that were pretty cool, but I think he made like a factory which constantly made armed robots. It was a stationary craft, which would open the doors occasionally and spit the robot out.
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Sun Sep 28, 2008 2:56 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Flux
That was Thanatos using an ancient technique.
It's a decent principle but lacks some advantages.
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Sun Sep 28, 2008 2:58 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Alright, so I think I'm starting to figure out how I want this faction to work. Rather than you just ordering everything, instead I want everything to stem from one main base "building."
Basically, you start off with a very special brain unit called a "Rift." Out of this rift you can spawn, by switching between two different custom weapons, either Wisps or Seed Crystals. A wisp just has a weak digger ability, so is only good for getting gold. Seed crystals, on the other hand, can be turned into one of the various "pools" necessary to spawn the main attack units. This will probably also work through some custom weapons that gib the crystal and spawn a pool.
So far, I have: Red Pool: Spawns melee/suicide attack units automatically set to "brain hunt." Blue Pool: Spawns long-range attack units, which die once they run out of ammo. Black Pool: Spawns aerial bomber units, which die once they run out of ammo.
So, question: what Status setting is for brain hunt?
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Sun Sep 28, 2008 5:24 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: The Flux
AIMODE_NONE 0 AIMODE_SENTRY 1 AIMODE_PATROL 2 AIMODE_GOTO 3 AIMODE_BRAINHUNT 4 AIMODE_GOLDDIG 5
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Sun Sep 28, 2008 6:00 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The Flux
I thought golddig mode didn't work anymore.
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Sun Sep 28, 2008 6:17 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: The Flux
It doesn't work but it's still a setting.
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Sun Sep 28, 2008 6:27 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Thanks, Tim.
What is "patrol" really supposed to do? Make them wander around the general area where you initially gave them the command?
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Sun Sep 28, 2008 8:44 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: The Flux
Try it, they walk back and forth like idiots and shoot baddies. (They "patrol")
Nice idea BTW can't wait for the release.
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Sun Sep 28, 2008 8:46 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: The Flux
I'd be excited for it if data added mass unit control like a true rts.
until then any zerg faction would be frustrating to use.
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Mon Sep 29, 2008 5:34 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Roon3 wrote: Try it, they walk back and forth like idiots and shoot baddies. (They "patrol")
Nice idea BTW can't wait for the release. Man, I've barely even started it. It's just an idea I'm developing.
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Mon Sep 29, 2008 5:57 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The Flux
maybe for the spawning unit you could have a mobile vortex, like the Clone Spawner from awhile ago with legs.
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Mon Sep 29, 2008 8:04 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
So, I've been fiddling with the idea for a bit. I made the berserker unit, which right now is just kinda goofy to play with. It constantly emits a damage field, so you basically just run into things with it until it dies. It tends to dig into terrain a bit. Also, they can fly somewhat sluggishly.
Spawn a bunch and set them all to patrol mode. Then fly one around and "launch" it into enemies while the others roll over stuff and generally act as a distraction. They're more effective than you'd think.
Once I get something that actually spawns them going, maybe the idea will work out a bit better.
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Mon Oct 06, 2008 5:10 am |
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