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 Animal mods? 
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Joined: Fri Jun 01, 2007 7:29 am
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Post Re: Animal mods?
BUT we musnt get too ahead of ourselves first, ok guise?!
we need to actualyl make these, so lets stick to simple thigns like rabbits or deer


Fri May 15, 2009 2:49 pm
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Got it anyway just one question way off topic what if something is undefined what is it.Cause i downloaded map pack 1 and 3 can you help?


Fri May 15, 2009 2:57 pm
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Post Re: Animal mods?
numgun wrote:
Hmm...
Right now I'm looking at super metroid, that has some really good examples.
Like Kraid or Ridley, those would be nice wildlife, no?
*stomp stomp CRUSH ROAR*


Wow, that might be a little overpowered...


Fri May 15, 2009 7:18 pm
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Azukki wrote:
The jumper is in the wildlife.rte, and it's entirely functional, just not in use, if you're interested in that.


I dont believe its finished, but yeah it is functional; I made it, and the big crab, buyable. Sadly the big crab jumps with lua, but I'm diggin' the one legged green torso jumper.

EDIT: I do believe we need more alien animals; I could make a few once I get the time, especially deadly ones. For now, I'm going to learn some lua and later I might try my hand at making a few deadly Midas (If you didn't know already; the planet, I believe, is now called Midas) creatures.


Fri May 15, 2009 7:26 pm
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acemaclace wrote:
sloths

I call dibs on the angry space sloths! :D
But yeah, i totally agree that some wildlife would add a lot to the game. Most quadripedal creatures should be possible, bipedal ones too. As long as they're not long and wobbly in any way. CC doesn't like long, wobbly objects. Like ropes.


Fri May 15, 2009 9:56 pm
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maybe a little creature that would throw rocks at your actors then run away. or burrowing ant like creatures that just swarm through the ground. i also love the idea of birds, they could fly away when you get close and gib into puffs of feathers. also if we end up having larger wildlife we could have actors riding on giant crabs.(like from the first signs mission)


Fri May 15, 2009 10:03 pm
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Animal mods?
The birds could use lua to fly to certain perches by following a certain path of flight, but apart from that it could be hard. I love the idea of tiny biting swarmers that bury your guy in their sheers numbers, bite him to death, and move on. Make it so they only attack when you kill one=angry space ants! And maybe we could have tribal actors. Angry space Indians! Make them have bows and arrows, and their power lies in their use of poisons that melt away armor or combust when they come into contact with solids or something. Just make them have primitive weaponry that is just as good as modern weaponry in the end. Blowpipes anyone? Maybe Duh's melee masters tomahawks and blowpipes.


Fri May 15, 2009 10:07 pm
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I believe the DRMA has two mods called "Crab Demon" and "Swamp Monster" which are organic Dreadnought remakes, and they're pretty fun.


Sat May 16, 2009 12:32 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Animal mods?
numgun wrote:
Give me ideas and you might even see them in official content.
You should make the jumper more jumpy in standard movement.
Kinda like this. Maybe not with such high idles jumping though.
Attachment:
Jumper.rte.rar [21.66 KiB]
Downloaded 452 times

Regular LimbPath jumping should be incorporated.
Basically it would just be the activation of a limbpath when the player presses the jetpack button while the actor has terrain beneath their feet. It would assist in takeoffs and make foot units more agile.

In the meantime, could Lua do this?


Anyways, how about occasionally aggressive bats? [guano bombing? claws?]
Acid slime trail snails with shell armor?
Venomous spiders?
Medusa Paralyzer?
Two legged big mouthed things like morrowind's guars/alits?
Lighter-than-air flying gas bladder creatures?
Other The Future is Wild species?
Rusher raptors? [an escape mission kinda like dino run would also be sweet]
Hovering cuttlefish with gaseous 'ink'?
Ballistic Turtles?
Mongolian death worm? 'Tremors' monster?
Other cryptids?
Nest of grenade eggs that hatch on impact, releasing an angry newborn monster on the target?

Massive underground pitfall pitcher plants? [hidden until collision?] [organic surprise acid vat]
Grenade fruit tree? [impact grenades, their frag seeds grow in rotting splattered flesh] ['grenade' came from the name of a fruit, pomegranate]


Last edited by Azukki on Sat May 16, 2009 5:43 am, edited 3 times in total.



Sat May 16, 2009 5:04 am
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Post Re: Animal mods?
numgun wrote:
Right now I'm looking at super metroid, that has some really good examples.
Like Kraid or Ridley, those would be nice wildlife, no?

*stomp stomp CRUSH ROAR*

This made me laugh SOOOO damn hard. :lol:

I read the last part like two deep loud stomping sounds, then like something being squished, and finally a screechy roar in a voice that sounded like Ridley's.


Sat May 16, 2009 5:21 am
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Post Re: Animal mods?
Headcrabs! :D

And man eating chickens... that drop egg bombs you can pick up if you kill them.


Sat May 16, 2009 5:21 am
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Joined: Mon Jun 04, 2007 5:55 am
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wildlife FTW. just don't make it something stupid like magnetic lobsters...


Sat May 16, 2009 5:55 am
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Post Re: Animal mods?
Miles_T3hR4t wrote:
wildlife FTW. just don't make it something stupid like magnetic lobsters...


ZALO NEEDS TO HEAR THIS!!!

atleast somebody?


Sat May 16, 2009 9:06 am
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Post Re: Animal mods?
Alright. Some simple illustrations of whatever ideas I have in my brain just now. Didn't bother to color them. Just eh, take a look. Thank you.

http://img38.imageshack.us/img38/3257/ccwildlife1.jpg

http://img43.imageshack.us/img43/972/ccwildlife2.jpg


Sat May 16, 2009 3:37 pm
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Post Re: Animal mods?
The Decaying Soldat wrote:
Alright. Some simple illustrations of whatever ideas I have in my brain just now. Didn't bother to color them. Just eh, take a look. Thank you.

http://img38.imageshack.us/img38/3257/ccwildlife1.jpg

http://img43.imageshack.us/img43/972/ccwildlife2.jpg

Those are amazing!!!


Sat May 16, 2009 3:53 pm
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