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Giant walking crab fortress with mad turrets
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Author:  TheFlamingBanHammer [ Thu May 21, 2009 4:59 am ]
Post subject:  Giant walking crab fortress with mad turrets

Is it possible?

Author:  Geti [ Thu May 21, 2009 5:40 am ]
Post subject:  Re: Giant walking crab fortress with mad turrets

if you want to walk in it, not feasibly.

Author:  Flammablezombie [ Thu May 21, 2009 4:20 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

However, we could pin a craft to it and make it pick up people and transport them on flat land?

Author:  numgun [ Thu May 21, 2009 4:28 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

It is possible I think. Lua can probably be used to stick turrets on the crab and then were good to go.

Although what this thread should really be about is massive bosses.

I was thinking just today about some bosses for official content main/side missions such as a armored ronin gunship, a large robot with laser or some very badass organic wildlife monster with gigantic claws (think: starfox64 titania boss)

Author:  Flammablezombie [ Thu May 21, 2009 4:34 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

I have ideaz:
Try making a mini space ship out of thundertoes sprite in the sprite dump. There was talk about making it a boss monster, but loooong ago.

Author:  Miles_T3hR4t [ Thu May 21, 2009 5:34 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

Flammablezombie wrote:
However, we could pin a craft to it and make it pick up people and transport them on flat land?


I'm worried that it will accidentally pick itself up and crash the game, or worse, die.

Author:  Daman [ Thu May 21, 2009 6:28 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

I've got a clone with turrets attached to him. Making a giant crab with turrets attached to him isn't hard at all.

what do you mean mad turrets

Author:  Flammablezombie [ Thu May 21, 2009 6:40 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

To stop it picking itself up, try making the doors actually point away from the actor.

Author:  piipu [ Thu May 21, 2009 6:41 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

Look at luaguns for help.

Author:  Miles_T3hR4t [ Thu May 21, 2009 6:41 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

Flammablezombie wrote:
However, we could pin a craft to it and make it pick up people and transport them on flat land?


Test it out though, with a drop crate, see if it even works. If its an ACrab, how would you tell the ARocket to open its doors? use lua to add the button?

Author:  Flammablezombie [ Thu May 21, 2009 6:43 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

Good idea. Or you could control the craft and open its doors manually.

Author:  Miles_T3hR4t [ Thu May 21, 2009 6:50 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

Flammablezombie wrote:
Good idea. Or you could control the craft and open its doors manually.


can you control a craft thats attached to a crab? I figured it would be part of the crab and they'd share health or some crap.

Author:  Flammablezombie [ Thu May 21, 2009 7:05 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

No, it's two separate actors, just pinned to each other.

Author:  p3lb0x [ Thu May 21, 2009 7:31 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

What about going small before talking about huge ass crabs?

Image

Author:  Geti [ Thu May 21, 2009 9:27 pm ]
Post subject:  Re: Giant walking crab fortress with mad turrets

p3lb0x wins so far.
you cant walk on actors currently though due to the way mo-mo collisions are handled.. but you could have a bigass robot crab with pwnage weapon systems and overshielding.

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