| Author | Message | 
        
			| 3 solid 
					Joined: Wed Mar 28, 2007 9:02 pm
 Posts: 1639
 Location: Somewhere. Nowhere.
   |   Skull FactionWorking title
 "I found myself trapped in my base, dropships having blocked off the doors. I wondered for a moment what was attacking and quickly switched control to a clone near the crash-site. I surveyed the area, finding it largely empty. I turned around as I heard a strange gunshot. I climbed over the hill to see what was shooting to see a demonic form. Underneath his armor it was a regular coatilation soldier. But the armor itself was made entirely of bone, mutilated, mutated, perhaps both until it could fit over this clone's body. I aimed my rifle at his head and pulled the trigger, watching the head unleash gore and bone all over the ground. I noticed two more of the clones walking over a hill, they inspected the corpse and looked around nervously. Then they grabbed it, clone, armor, gore and weapon and dragged it away. For what purpose I do not know, but I can assume that the soldier has fallen to become a suit of demented armor."
 The first encounter with a Skull Clone
 
 The Skull Faction is a strange faction. They have a perfectly reasonable backstory, but I like making them mysterious, so I will hide it until it becomes an inconvenience. The Skull Faction is an army that fights using a mix of scavenged technology and mutants. Including guns and armor that are entirely made of bone or flesh.
 
 The Skull Faction will come in two forms- Playable and non-playable. The non-playable version will exclude them from the buy menu and come with an activities .ini. In the playable version, all of the armor (and maybe the gibs) can be picked up with the purpose of throwing them into a rocket and sending them off as supplies. (I might have a third version that lets you play them as a normal faction.)
 
 The Skull Faction's little quirk is that they gain money quickly. For instance, I will include a strengthened digger and a third form of gaining money, the generator. I'll explain that at some later point, since I'm not even sure how far I will go with this faction in the first place.
 
 At the moment I'm at version 0.01; the part where I try to get the sprites to look right. I just put this here for suggestions and because whenever I start working on something I absolutely have to tell someone about it.
 
 
 
    							Last edited by 3 solid on Fri Mar 13, 2009 9:17 pm, edited 1 time in total. 
 
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			| Thu Mar 12, 2009 11:31 pm | 
					
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			| Bladecat4 Banned 
					Joined: Thu Feb 05, 2009 6:39 pm
 Posts: 413
   |   Re: Skull FactionI say go ahead with it. It sounds good, and this quick way of selling armor for money sounds kewl   .
 
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			| Thu Mar 12, 2009 11:41 pm | 
					
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			| Ragdollmaster 
					Joined: Sun Dec 16, 2007 12:09 am
 Posts: 1115
 Location: Being The Great Juju
   |   Re: Skull FactionPeople can most often give you best suggestions if you release a beta, either public or private. 
 
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			| Fri Mar 13, 2009 12:34 am | 
					
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			| Solace 
					Joined: Sun Jun 10, 2007 2:05 am
 Posts: 426
   |   Re: Skull FactionAs much as I'd love to play something like that... you can't pick up gibs or emissions.     Possibly dropships can abduct them, haven't checked.
 
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			| Fri Mar 13, 2009 5:06 am | 
					
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			| Siric 
					Joined: Wed Oct 25, 2006 7:57 pm
 Posts: 240
 Location: Out there, among the stars.
   |   Re: Skull FactionSolace wrote: ...you can't pick up gibs...Can't you make them Gib Shield-like objects that you can pick up? Also, When did you get back 3-Solid? you've been gone for a while. More to the point, Sounds great, I would download it.
 
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			| Fri Mar 13, 2009 5:59 am | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Skull FactionSiric wrote: Solace wrote: ...you can't pick up gibs...Can't you make them Gib Shield-like objects that you can pick up?AddGib = Gib *GibParticle = HDFirearm **CopyOf = Shotgun *Count = 1 *Spread = 0 *MaxVelocity = 10 *MinVelocity = 0 *InheritsVel = 0 * = Tab I might've forgotten an important variable in there, but I think that should work.
 
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			| Fri Mar 13, 2009 11:55 am | 
					
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			| 3 solid 
					Joined: Wed Mar 28, 2007 9:02 pm
 Posts: 1639
 Location: Somewhere. Nowhere.
   |   Re: Skull FactionSiric wrote: Solace wrote: When did you get back 3-Solid? you've been gone for a while.Just yesterday. Played CC and it brought back memories.
 
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			| Fri Mar 13, 2009 4:44 pm | 
					
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			| 3 solid 
					Joined: Wed Mar 28, 2007 9:02 pm
 Posts: 1639
 Location: Somewhere. Nowhere.
   |   Re: Skull FactionAh...
 I need a gun to fire a bunch of bullets that stay together in the air to simulate extra damage. But the bullets keep spreading apart like a shotgun. And putting seperation to 0 just makes it slightly less like a shotgun. I think the physics have changed since I last made this weapon, any ideas on how to do this?
 
 
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			| Fri Mar 13, 2009 9:22 pm | 
					
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			| Bladecat4 Banned 
					Joined: Thu Feb 05, 2009 6:39 pm
 Posts: 413
   |   Re: Skull FactionJust make it fire an emitter of sharp particles, that way it'll be like, as it passes through, multiple bullets are hitting it at once. Give it a low lifetime though, or it will destroy everything eventually. 
 
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			| Fri Mar 13, 2009 9:40 pm | 
					
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			| Shook 
					Joined: Fri Feb 16, 2007 8:43 pm
 Posts: 1695
 Location: AH SHIT FUCK AUGH
   |   Re: Skull FactionOr just go to the guns code and set ParticleSpreadRange to 0. =PSerparation is the "horizontal" spread of the bullets, allowing you to make a cluster of bullets instead of a flat wave.
 
 
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			| Fri Mar 13, 2009 9:43 pm | 
					
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			| Bladecat4 Banned 
					Joined: Thu Feb 05, 2009 6:39 pm
 Posts: 413
   |   Re: Skull Faction3 solid wrote: And putting seperation to 0 just makes it slightly less like a shotgun. He doesn't want to do that.
 
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			| Fri Mar 13, 2009 9:57 pm | 
					
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			| Shook 
					Joined: Fri Feb 16, 2007 8:43 pm
 Posts: 1695
 Location: AH SHIT FUCK AUGH
   |   Re: Skull Faction3 solid wrote: I need a gun to fire a bunch of bullets that stay together in the air to simulate extra damage.What the heck are you talking about, Bladecat? >_> Also, Serparation =/= ParticleSpreadRange.
 
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			| Fri Mar 13, 2009 10:09 pm | 
					
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			| 3 solid 
					Joined: Wed Mar 28, 2007 9:02 pm
 Posts: 1639
 Location: Somewhere. Nowhere.
   |   Re: Skull FactionI don't remember that variable.
 Well, it seems to work now. I feel really silly having problems with these tiny things.
 
 
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			| Fri Mar 13, 2009 10:40 pm | 
					
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			| Hobbesy 
					Joined: Mon Feb 11, 2008 11:11 pm
 Posts: 711
 Location: East of Applachia, West of the Mississippi
   |   Re: Skull FactionWhy don't you make it so that the bone armor is actually a mutated growth coming from their own body?  It would make them much more interesting.
 (You could probably do the same with the guns, only they would shoot harmful bodily fluids like the creatures from the first Half-life.)
 
 
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			| Sat Mar 14, 2009 12:36 am | 
					
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			| Bladecat4 Banned 
					Joined: Thu Feb 05, 2009 6:39 pm
 Posts: 413
   |   Re: Skull FactionI lul'd at that idea. So they would bleed if their attachments were shot off? 
 
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			| Sat Mar 14, 2009 12:38 am | 
					
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