View unanswered posts | View active topics It is currently Sun Dec 29, 2024 8:39 am



Reply to topic  [ 740 posts ]  Go to page Previous  1 ... 24, 25, 26, 27, 28, 29, 30 ... 50  Next
 Ballistic Weapons: Mercenaries! ))AAL Discussion 
Author Message

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Btw, I just finished off all the maps along with their bunkers and object placement.

So right now what I can think of that is left to do are these:
-Improve drop pod sprite
-Improve teleporter Lua code
-Wonder how the hell background scrolling on scenes work
-Chainsaw?
-Improve fist or comment it out for now
-Implement emergency module (random teleportation anywhere on the map.)
-Test maps to see if I didnt put too much of interactive objects
-Try to reduce the ability of interactive objects to chew terrain. (You can surf on a wooden crate through the terrain all the way to the bottom of the map. Not cool.)
-Add zerogravity module



Also more suggestion on map based modules are welcome. If you check the Lua forum, you'll see I've done teleporters, health regenerators, kill zones and launch pads with the help of LordTim, TLB, Piipu and Mail2345. I also made a module that activates bunker building mode, but its very unstable and lags the game because of a small hardcoded thing in CC.

If you think of new modules that could aid/improve the player, please tell.


Thu Apr 23, 2009 10:38 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Ideas:
-Module that attracts objects/players
-Module that reverses bullets
-Module that is hard to moce in somehow
-Module where pretty much everything is harmless (Mass=0?)
-Module that slowly depletes health
-Module that is impossible to enter
-Module that disarms weapons
-Module that kills an actor but sends all of the resulting gibs and particles at ridiculous speeds outwards

I think a few of those are impossible though.... but I don't know Lua very well as such so I guess I'll throw them out anyway.


Thu Apr 23, 2009 11:08 am
Profile WWW
User avatar

Joined: Sat Jan 10, 2009 1:55 am
Posts: 75
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Idea:
Safe zone module. Basically a spherical force field that you can walk through but will stop all projectiles–bullets, rockets, etc. Again, I don't know if this is possible, but it would still be cool.


Thu Apr 23, 2009 5:27 pm
Profile
User avatar

Joined: Wed Dec 13, 2006 12:10 am
Posts: 562
Location: Termina
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Rocksonic wrote:
Idea:
Safe zone module. Basically a spherical force field that you can walk through but will stop all projectiles–bullets, rockets, etc. Again, I don't know if this is possible, but it would still be cool.

I like that but that can be abused how about a slow mo field like in UT3 if you could make that in to a grenade that would be win just pure low fat high in carbs win.
(for those poor fools who haven't played UT3 the slow field does what you would think it slows bullets, grenades, players, vehicles every thing but they return to normal speed when out of the field of effect )


Thu Apr 23, 2009 5:54 pm
Profile WWW
User avatar

Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
411570N3 wrote:
Ideas:
-Module that attracts objects/players
-Module that reverses bullets
-Module that is hard to moce in somehow
-Module where pretty much everything is harmless (Mass=0?)
-Module that slowly depletes health
-Module that is impossible to enter
-Module that disarms weapons
-Module that kills an actor but sends all of the resulting gibs and particles at ridiculous speeds outwards

I think a few of those are impossible though.... but I don't know Lua very well as such so I guess I'll throw them out anyway.


All of these suggestions are great.


Thu Apr 23, 2009 5:57 pm
Profile
User avatar

Joined: Fri May 16, 2008 11:12 pm
Posts: 471
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I liked the old sprites better. At least, the helmet was cooler. The Merc also happened to look more like a marine than some kind of scout.


Thu Apr 23, 2009 11:17 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
gtaiiilc wrote:
...slow mo field like in UT3 if you could make that in to a grenade that would be win just pure low fat high in carbs win.
(for those poor fools who haven't played UT3 the slow field does what you would think it slows bullets, grenades, players, vehicles every thing but they return to normal speed when out of the field of effect )


Guess what? I just did an area module that does that. Turning it into a grenade/bomb will be no problem whatsoever.

Also I made the chainsaw. RAWR

And did a particle accelerator module that boosts every particle passing it by multiplying its velocity by 5. Overkill. Think if that would be turned into a portable grenade? Portable Overkill!


More ideas are welcome on modules! Keep em coming!


Thu Apr 23, 2009 11:25 pm
Profile
User avatar

Joined: Mon Apr 28, 2008 1:35 am
Posts: 383
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
wow, just read like 7 pages of this. I thought it had died a long time ago.
I can't wait to play, it's been a while since anything cool has come out for cc, this will definitely get me playing again.


Thu Apr 23, 2009 11:46 pm
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
If you put in some really funky modules, I'd recommend doing one big main funky one per map, for example, only have the big slow-grav chamber in the map, and maybe one or two barrels that explode.

It'd be better to have loads of maps with one special feature than a few crazy maps with loads of them.
If you look at proper deathmatch games, they'll have a few basic maps with NO unique areas, the majority of maps will have 1 or two silly areas (two of the same type) and a few will have more than one kind of silly area.

Easier to balance the map too if it's simpler.

Parting comment: lets have a 'room of death' map, as seen in a few Quake maps and some UT maps: room with 1 or two entrances and excellent weapon inside it, with big glass window on one side and button on other side of window, for other players to press and kill anyone in the room going after the excellent weapon.

I'M SO EXCITED!


Fri Apr 24, 2009 4:37 am
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Image


Can please you explain what each of these do?


Sat Apr 25, 2009 5:01 pm
Profile WWW

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Image


From top left to bottom right:

-Slowfield module (slows down everything that enters)
-Particle accelerator module (accelerates particles and items passing through)
-Zero gravity module (Not working yet because Lua lacks the access to those thing)
-Bunker building module (Activates bunker building mode, buggy until Data does a fix I requested.)
-Teleport module (Teleports to the next similar teleporter)
-Emergency module (Teleports to ANY point on the scene. Includes inside terrain.)
-Reconstructor module (Fully heals your actor and limbs and destroys any items you forgot to leave before entering)
-Regenration module (Boosts your HP to 200 if youre hurt.)
-Weapon dispenser (Gives a random gun from the vast BW arsenal)
-Killzone module (Gibs you)
-Bomb dispenser (Gives a random bomb/device from BW's selection)
-Launcher module (Launches actors and items in the direction the launcher is showing)


Sat Apr 25, 2009 5:18 pm
Profile
User avatar

Joined: Sat Jan 10, 2009 1:55 am
Posts: 75
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
So.
Totally.
Epic.





Win.


So you probably aren't going to release this until B23 is out huh?


Sat Apr 25, 2009 6:47 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Rocksonic wrote:
So.
Totally.
Epic.





Win.


So you probably aren't going to release this until B23 is out huh?


Yeah. :-(

I used alot of B23 features for this mod that its pretty much no use releasing for B22.
But until B23 comes, feel free to suggest more things to this mod.

I just made a fully working health pack that heals you completely.
Including limbs and wounds, thats some Lua magic for you.


Sat Apr 25, 2009 8:12 pm
Profile
User avatar

Joined: Sun Nov 11, 2007 1:49 pm
Posts: 785
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Speed module? Is that possible?


Sat Apr 25, 2009 9:06 pm
Profile
User avatar

Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
Reply with quote
Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
war_man333 wrote:
Speed module? Is that possible?

With Lua, yes.


Sat Apr 25, 2009 9:08 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 740 posts ]  Go to page Previous  1 ... 24, 25, 26, 27, 28, 29, 30 ... 50  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.036s | 13 Queries | GZIP : Off ]