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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Fri Mar 02, 2007 6:59 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
None of you remembered

JUMP PADS!!

and Lava pits (or acid pits, or giant holes in the floor with a big sharp fan at the bottom) are always great fun.
Bridges over these things which can be extended or removed over these nasties always adds an extra dimension of chaos.

Also Numgun, or whoever codes the Deathmatch lua, remember to make versions for 1 to 4 players!


Fri Apr 17, 2009 3:29 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Duh102 wrote:
Are these with Lua enabled?
If so,
- insta-kill areas activated by shooting large red button


B23 allows Lua for bunkermodules too, TLB did something... rather interesting
with it so I'm sure alot is possible like jumppads Exalion suggested.

Also player activated trap areas seem cool, will look into it.


Quote:
Without Lua,
- Fuel tanks (explode like oil drums but bigger)
- Radioactive waste drums (shoot to spill radioactive bits that cause small amounts of damage)
- Reactor (shoots out plasma jolts when damaged, explodes into sparkly plasma that stays around for a while)
- Steel and Ship plate crates (stronger than regular wood crates)


Fuel tank: Sounds cool, a stationary large tank that will spew fire from possible wounds and explode nicely.
Waste drums: Mmm yeah, the gas effects will work well with this.
Reactor: I like the sound of the reactor and I was considering it as a brain object that you could put inside a bunker spaceship (Like the ones in gotcha's MP3). It would be really tough and then make a very nasty explosion with some terrain rape that deforms the battlefield if actually destroyed...
Steel crates: Yeah I thought of these too. Large heavy objects that barely move.

Also jumppads will be cool, but they'll require B23. I'll do em anyways.


Fri Apr 17, 2009 8:04 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Also jumppads will be cool, but they'll require B23. I'll do em anyways.

And does this include the vertical/horizontal (?) launch pads, that thing that lobs thrown grenades really fast, and teleporters that actually work? ( Cough /Eradication Wars Cough )

Some sort of place-able module that coverts your bullets into 1 kg bullets. ( /Turrets )


Fri Apr 17, 2009 10:06 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Foa wrote:
numgun wrote:
Also jumppads will be cool, but they'll require B23. I'll do em anyways.

And does this include the vertical/horizontal (?) launch pads, that thing that lobs thrown grenades really fast, and teleporters that actually work? ( Cough /Eradication Wars Cough )

Some sort of place-able module that coverts your bullets into 1 kg bullets. ( /Turrets )


Kinda funny, most bullets in BW:M are over 1Kg. Mostly way over it.
But your idea made me remember a slow field generator in UT3. Stuff that enters it gets its speed reduced down to 5% of the original velocity. That could be funny.

And hell, even zero gravity bunker modules could be fun. Once youre in it, the gravity is 0 for you.

As for launch pads, yeah, any direction, any velocity, any object. Its all possible.


Right now I'm making bunkers and spriting the non-lua based object like oil barrels, crates, boxes and fuel tanks.


Fri Apr 17, 2009 10:58 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Teleporters would also be cool.
And maybe a ray shields. (Blue laser walls, only actors can pass them, everything else can't)


Fri Apr 17, 2009 11:10 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
teleporters MUST have telefragging!!


Fri Apr 17, 2009 12:46 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
About teleporters... I thought of making them rather unpredictable.
When you use a teleport, it will teleport you randomly to any other teleporter on the map. Including the one you used.

And thanks for Exalion for the tip, if there is an actor already within the teleporter you might come out of, you will be telefragged.

Awesome. :D


EDIT: I have a sprite for a diamond. What should I do with it?
Any ideas?

Image

(It was once mixed up in custom randomized gold in the scene "Crater mounds")


Fri Apr 17, 2009 1:07 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Try making it sellable, or a capture the flag thing.


Fri Apr 17, 2009 4:30 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Digalbe and sellable sounds great.


Fri Apr 17, 2009 4:42 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
ya I was trying to under stand how to make it replace the gold chunks but as you more than likely saw NOTHING SPAWNS!!! so I left it there if I could ever get that working :P but for your mod I think it would be useful as Runes like in UT99 or as like a damage multiplier those were epic :evil:

HA I made a pun about the game's company


Fri Apr 17, 2009 5:53 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
gtaiiilc wrote:
...but for your mod I think it would be useful as Runes like in UT99 or as like a damage multiplier those were epic :evil:


Runes? never heard of those in UT99.

But the other suggestion... bingo. What is a diamond? A VERY hard carbon.
What might it symbolize? Defence or Invulnerability.

And thats it, I need to think of a way how it could give the player some protection or even invulnerability. Maybe Lua, maybe some hacky stuff.


Fri Apr 17, 2009 7:22 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
gtaiiilc wrote:
...but for your mod I think it would be useful as Runes like in UT99 or as like a damage multiplier those were epic :evil:


Runes? never heard of those in UT99.

But the other suggestion... bingo. What is a diamond? A VERY hard carbon.
What might it symbolize? Defence or Invulnerability.

And thats it, I need to think of a way how it could give the player some protection or even invulnerability. Maybe Lua, maybe some hacky stuff.


I meant relic sorry they were like nomal power ups but they would spawn randomly over a map here is a UT3 remake http://www.moddb.com/mods/relic-madness


Fri Apr 17, 2009 7:58 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Oh that relic mod. Its fun and spices up the game with some extra chaos.
Not gonna do so myself though, just a few basic bonuses like increased defence and offence.

Here are the working objects so far:

Image

They are coded and tested and work great and have cool effects and so on.
I'll go sprite the jump pads and the teleport modules now.


Btw, I was thinking of having a melee weapon always pre-equipped.
Right now, he has a fist, but its just useless. Sure you can pound default zombies
with and with some big luck you can smack a gun out of someones hands, but it just sucks.
I'll probably let him have the knife pre-equipped, what do you think guys?

Its almost impossible to make it powerful enough to beat stuff and not
produce annoying recoil and the most ideal balanced setting it
can just beat up a vanilla zombie at best.


Fri Apr 17, 2009 11:25 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Just make him have fist default.
And make it better.
It's just more hardcore that way. And if possible, make a fist only mode.


Sat Apr 18, 2009 4:55 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I'd like a chainfist more.


Sat Apr 18, 2009 4:56 pm
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