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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Blood looks a bit too red, other than that, cool.
Do you respawn in this?


Tue May 05, 2009 6:09 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Yes


Tue May 05, 2009 6:15 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
war_man333 wrote:
Blood looks a bit too red, other than that, cool.
Do you respawn in this?


Not yet, the tournament script hasnt been done yet. After B23 and this mod is released, I'm planning on making a topic in the Lua section complete with a list it needs to have so Lua coders can start making the tournament script (I hope :P ) for the mod when they actually have the mod under them. It will be much more fun to work with that when you have the actual thing.

After the script is done and fully working, it will be incorporated with the mod itself.


Also good news, I just finished making a system for you guys that makes making new maps for the mod VERY easy. You can make new arenas in matter of minutes.

And on top of that I also wrote 2 tutorials on map making. First one for the quick map making and the second one if you want to create a much more custom map.

And I also just used this system to cook up 4 new crazy arena maps.


Then the lightning gun has been finished. You'll love it. You toss actors, drag dropships and crafts, electrocute by zapping them in one place and much more.
Its like a nuclear gravity gun on candy.


Tue May 05, 2009 7:22 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Code:
self.team1actor = 0
for actor in MovableMan.Actors do
  if not(actor.PresetName == "nameofactorthatrespawns" and actor.Team == 0 then
    self.team1actor = 1
    self.RespawntimerTeam1
  end
end
if self.team1actor == 1 and self.RespawntimerTeam1:IsPastSimMS(3000) then
  local actor = CreateAHuman("nameofactorthatrespawns")
  local gun = CreateHDFirearm(self.WeaponList[math.random(#self.WeaponList)]) -- pick a random gun from self.WeaponList which needs to be defined somewhere earlier.
  actor:AddInventoryItem(gun)
  actor.Pos = Vector(Respawnarea:GetRandomPoint().X, Respawnarea:GetRandomPoint().Y);
  actor.Team = 0
  MovableMan:AddActor(actor)
end
--repeat for team 1
 

Stick that to the .lua updateactivity. Needs to have Respawnarea in the scene. This may also work in any luaed object that's always on the scene for skirmish respawns.


Tue May 05, 2009 7:40 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
May I ask question? (If i haven't become persona non grata)


Is this going to be released with b23?


Tue May 05, 2009 7:58 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
EDIT: Piipu: How does it work? Does it respawn actors in an area when one is killed? Does it do this infinately?

I guess I could include this, but its pretty pointless without a proper script.
Also this gave me an idea how the script could be implemented for each map:
Have a special "Tournament" node placed on a map and deathmatch is ready to rumble. Its one way, but well see what will happen after I release this.


I havent ever showed this to Data and the fact that most of the content is based
on the designs on Runestorm team so I bet they've got copyright on that.

CC is commercial, so I dont see this mod as a permanent part of CC.
And not only that, but the style, effects and overall feel is way different than
the vanilla content. It will remain as a seperate mod and will be released shortly after B23 has been.

Also updated the first post and heres some more pictures:

Image

Thats all the usable items so far. Not including modules, maps and so on.
This mod is fudge HUGE.



Image
Failing with much epic effects.


Image
I love the Deermaster 6000. : 3


Image
A small peak on the new arena map. BW_Acceleration.
It has an accelerator module in the center that can be used for massive firepower.


Tue May 05, 2009 8:30 pm
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Joined: Mon Jan 12, 2009 10:16 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Looks brilliant. Good job numgun. I especially like the look of the missile/exploding rocket.


Tue May 05, 2009 8:45 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
shadow717 wrote:
Looks brilliant. Good job numgun. I especially like the look of the missile/exploding rocket.


That was actually a large fuel tank you can blow up on the scene. After being tossed around I fell next to it and then an AI dude shot my way and hit the tank.


Tue May 05, 2009 8:49 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Oh snap. Still looks cool. This needs a rocket then. That would make this mod truly awesome. Maybe it could be like your cannonbal rocket that respawns after you flip a switch/get a certain number of kills or something similar.


Tue May 05, 2009 9:01 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
shadow717 wrote:
Oh snap. Still looks cool. This needs a rocket then. That would make this mod truly awesome. Maybe it could be like your cannonbal rocket that respawns after you flip a switch/get a certain number of kills or something similar.

All actors spawn via that drop pod in the picture. Top left.


Tue May 05, 2009 9:02 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I see sum srs HAMR right there. Can't wait to HAMR people in the face when it comes out. :D
By the way, will weapons like the ViPeR have different firing modes, or will they only have one?


Tue May 05, 2009 9:06 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Sweet stuff there!


Tue May 05, 2009 9:31 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
hooray, my pod is getting used ^^


Tue May 05, 2009 9:43 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Also numgun if you want to be EXTRA awesome you'd want to throw in a new backdrop.
That'd be EXTRA awesome.


Tue May 05, 2009 9:49 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
war_man333 wrote:
Also numgun if you want to be EXTRA awesome you'd want to throw in a new backdrop.
That'd be EXTRA awesome.


Sure, paint/make me one. And paint/make it good.


Tue May 05, 2009 11:10 pm
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