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 Zerg Bunkers 
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Joined: Tue Jul 03, 2007 12:33 am
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Post Re: Zerg Bunkers
Yes.
But make it like, internal lighting, like in the vanilla modules.


Fri May 16, 2008 8:04 am
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Post Re: Zerg Bunkers
I've got an idea that I heard some one else say! What if I made the light into an AEmitter that had a glow attached to it so it actually worked like a real light and when you shot it the light goes out?


Sat May 17, 2008 1:15 am
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Post Re: Zerg Bunkers
That'd be cool.
But don't make it emissions, just give the object a shaped glow.


Sat May 17, 2008 2:29 am
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Post Re: Zerg Bunkers
I came up with that but never told anyone..... Always happens. I have good idea and someone else comes up with it too.


Sat May 17, 2008 10:41 pm
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Post Re: Zerg Bunkers
Then tell people.


Sun May 18, 2008 12:49 am
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Post Re: Zerg Bunkers
no, it takes work to tell people and you lose the satisfaction of saying that you had the same great idea when someone else makes it.
Would be cool though, and would totally get my support, especially as a seperate mod. I don't really think I'd use zerg bunkers, but in normal bunkers it would be hexa tight. Id use it like every game


Sun May 18, 2008 1:39 am
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Post Re: Zerg Bunkers
WOAH HOLY ♥♥♥♥!
If you made everything in the game dark, and then used glowing light particles as lamps, then you'd have shadows!


Sun May 18, 2008 2:11 am
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Post Re: Zerg Bunkers
How would that make shadows?


Sun May 18, 2008 3:18 am
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Post Re: Zerg Bunkers
TrouserDemon wrote:
How would that make shadows?

He said if light was made of particles, and they were emitted from a light source, they would stop, or die, or whatever when they hit something. Thus shadows.


Sun May 18, 2008 3:55 am
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Post Re: Zerg Bunkers
That would require every part of the map that has light to be full of HitMOS = 0 and GetsHitByMOS = 0 particles, each of which have glows.

...

LLLLLLLLLLLLLLLLAAAAAAAAAAAAGGGGGGGGGG!!!!!!!!


Sun May 18, 2008 11:53 am
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Post Re: Zerg Bunkers
They would actually have to be HitMos = 1.
So that actors cast shadows.
:D


Sun May 18, 2008 12:48 pm
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Post Re: Zerg Bunkers
And thus by adding in collisions on top of everything else, you also make it very likely that a beam of "light" will gib your actor. And that's not even mentioning the extra lag.


Sun May 18, 2008 1:12 pm
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Post Re: Zerg Bunkers
No it wouldn't destroy them if the mass, and whatnot were set to some very low number like 10x10^-10000000000000. But yes there would be a $hit ton of lag. Also I think that I might redo the vanilla bunkers to include the lights, but only after I finish with the zerg bunkers, meaning that one of you guys will have probably done it by then. Oh well not like it was my idea to begin with.


Sun May 18, 2008 3:36 pm
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Post Re: Zerg Bunkers
They would bounce off actors.
Unless you set them to gib, of course.


Sun May 18, 2008 4:20 pm
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Post Re: Zerg Bunkers
Ok. Here's the new bunker tell me what you think of it. I'm working on the background right now so don't complain about that not being there.
Image
I know it looks modular. I wanted it to, they all will.


Tue May 20, 2008 12:16 am
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