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 Skull Faction 
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Skull Faction
Working 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.



Thu Mar 12, 2009 11:31 pm
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Post Re: Skull Faction
I say go ahead with it. It sounds good, and this quick way of selling armor for money sounds kewl :D.


Thu Mar 12, 2009 11:41 pm
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Post Re: Skull Faction
People can most often give you best suggestions if you release a beta, either public or private.


Fri Mar 13, 2009 12:34 am
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Post Re: Skull Faction
As 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.


Fri Mar 13, 2009 5:06 am
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Post Re: Skull Faction
Solace 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.


Fri Mar 13, 2009 5:59 am
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Post Re: Skull Faction
Siric 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.


Fri Mar 13, 2009 11:55 am
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Post Re: Skull Faction
Siric 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.


Fri Mar 13, 2009 4:44 pm
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Post Re: Skull Faction
Ah...

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?


Fri Mar 13, 2009 9:22 pm
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Post Re: Skull Faction
Just 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.


Fri Mar 13, 2009 9:40 pm
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Post Re: Skull Faction
Or just go to the guns code and set ParticleSpreadRange to 0. =P
Serparation is the "horizontal" spread of the bullets, allowing you to make a cluster of bullets instead of a flat wave.


Fri Mar 13, 2009 9:43 pm
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3 solid wrote:
And putting seperation to 0 just makes it slightly less like a shotgun.

He doesn't want to do that.


Fri Mar 13, 2009 9:57 pm
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Post Re: Skull Faction
3 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.


Fri Mar 13, 2009 10:09 pm
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Post Re: Skull Faction
I don't remember that variable.

Well, it seems to work now. I feel really silly having problems with these tiny things.


Fri Mar 13, 2009 10:40 pm
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Post Re: Skull Faction
Why 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.)


Sat Mar 14, 2009 12:36 am
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Post Re: Skull Faction
I lul'd at that idea. So they would bleed if their attachments were shot off?


Sat Mar 14, 2009 12:38 am
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