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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
Or make the standard guns being used stronger.
Not insta-kill stronger, but stronger.
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Tue Sep 13, 2011 2:49 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
Well, he is tracking the brain, and you want it to run away if he doesn't have a weapon. Well, if your main character isn't the brain and you use a invisible brain elsewhere?
I don't know, maybe they won't follow the character and that wouldn't be cool at all.
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Tue Sep 13, 2011 9:47 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
Well, and if you make them attack only when they are in a closer range?
Maybe reducing their weapon's SharpLength or the actor Perceptiveness or whatever is called that value, or if it even works for that.
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Tue Sep 13, 2011 9:58 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
Nonsequitorian wrote: AND IN OTHER NEWS: I ♥♥♥♥ UNDERSTAND WALKPATHS! Dude. That's. Just. Awesome. That's the only thing modders almost never touch. You automatically are better than most modders.
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Tue Sep 13, 2011 10:26 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
A train?
This mission is going to be AWESOME.
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Thu Sep 15, 2011 10:17 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
Which will be the size needed? Does it need different wagons sprited in different files? Which is the style of it? Something like a 1850 steam train or a futuristic one? Does it need open-able doors and stuff?
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Thu Sep 15, 2011 10:39 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Requesting Modders for a Mod and Mission
I could try to sprite it, but my sprites are hideous creations.
Before I attempt anything, why don't you ask a good spriter to help you?
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Thu Sep 15, 2011 11:21 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Requesting Modders for a Mod and Mission
Heyo. I got a bit of a backlog of stuff I need to finish and some damage in my wrist, but give me a list and I'll get around to it.
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Fri Sep 16, 2011 6:15 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Requesting Modders for a Mod and Mission
Some info about that train, to anyone who wants to sprite it: - I'm gonna suggest that it uses the same scale as the train in CC located at "Base.rte/Scenes/Objects/Scripted", but at the same time feel free to adjust it as need be.
- With regards to floaty/non-floaty I'm going to (again) give the spriter the freedom to add wheels or just make it hover as they please. My thoughts are that making it hover would be easier on he spriter's part, and allows for easier management of objects when the actor exits the craft.
- Yes, it will be an ACRocket. This does mean it will have to have (at least) one door, either above or below the train. Below would be easier for me to code (but I can cope with above without too much issue), which is why I suggested not adding wheels and making it a floaty train above.
- I would very much like (and I appreciate this might be stretching it) two cars. The first two cars in the image here (non posted it on the last page after I gave it to him), ideally with the exits on the second car. Don't worry about making the cars into one sprite, two is fine and will look more realistic when I code it.
Nonsequitorian wrote: This is Roast's idea fully. Though I would prefer it not to be a HL2 mission, and more that sort of idea (distopian, running from government), HL2 is perfectly fine. There is going to be very little story. In fact, I can't be bothered to write the story in at all. So while it will loosely use the level plan of HL2, it won't have any of the background.
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Fri Sep 16, 2011 10:37 am |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
Just thought I'd let you gentlemen know, I'm trying to sprite the train(s), and so far it's looking mediocre, but I'm trying.
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Sat Sep 24, 2011 9:15 pm |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
I personally like it, but that's probably because I'm an egotistical bastard. I was thinking of doing a kind of sheet metal kind of thing, making creases and putting bolts on it.
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Sat Sep 24, 2011 9:26 pm |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
Is the red/orange too happy, or do you want me to turn it into a blue? If I was to make it blue, it might get lost in the darkness of the train.
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Sat Sep 24, 2011 9:39 pm |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
Oh boy, I might have outdone myself here. I am giddy with glee. Ladies and gentlemen, the train has arrived.
Attachments:
Train.BMP [8.48 KiB]
Not downloaded yet
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Sat Sep 24, 2011 10:10 pm |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
I'll get to work on the second train.
It'll go in a sort of beige color if possible.
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Sat Sep 24, 2011 10:27 pm |
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XavierStudios
Joined: Tue Feb 08, 2011 4:14 am Posts: 59
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Re: Requesting Modders for a Mod and Mission
How should the door work? Two sliding apart, one sliding backwards or forwards...
I honestly know next to nothing about crafts, so I don't know how they work. Door-wise, anyway.
The doors and craft itself are seperate sprites, so I should make them seperate, right?
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Sat Sep 24, 2011 10:50 pm |
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