View unanswered posts | View active topics It is currently Sun Dec 29, 2024 6:37 am



Reply to topic  [ 16 posts ]  Go to page 1, 2  Next
 Ammosquall Ideas and Progress Thread 
Author Message
User avatar

Joined: Wed Feb 10, 2010 4:06 am
Posts: 1294
Location: Comox, BC, Canada
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Does the kick bug out doors? Also, I think bulletstorm is less about the guns and more about the different crackdown-esque kill things, which would be cool to implement. With CC's physics, you'd have to do something more simple, but I stll think it's the main pull of bulletstorm. Headshots and Digger kills are obvious ones, but how about Sqished and stuff like that?

EDIT: That actor sounds incredibly awesome.


Fri Feb 25, 2011 5:50 pm
Profile WWW
User avatar

Joined: Tue Dec 23, 2008 8:04 pm
Posts: 1545
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
About the grenade and chains, in the game it is also basically 2 balls with a chain in between 90% of the time. I think there are just 2-3 "links" in the chain, so whenever you should something it will just have parts sticking out. So no problemo there.

Cricket also made the railroad spike right? Would work as the drill with minor modifications.

The shotgun shouldn't be too hard either, just a normal shotgun and a secondary that turns actors into skeletons.

Flare gun isn't that great anyways.

Sniper could be done, maybe with a combination of the slow motion brain script and the guided missile?

And how about the leash? Will you be making that?


Fri Feb 25, 2011 8:39 pm
Profile
User avatar

Joined: Tue Dec 23, 2008 8:04 pm
Posts: 1545
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Nonsequitorian wrote:
The slow motion script I'm using is basically halving the actors velocity and making it so their gravity (which I'll use globalaccscalar on) is also half. There'll be a timer so it isn't like that forever.

Quite ingenious. And it doesn't look like anything could go wrong.

About the flare gun and the sniper.

The flare gun is basically a revolver which as a charge shoots a flare which sticks in enemies and explodes after a while setting them on fire.

The sniper fires guided bullets when scoped, the charge shot is a explosive bullet.

The cannonballer shoots a cannonball which bounces aslong as you hold the trigger or on charge a ball that bounces around exploding from time to time, which you can kick around and stuff.

The drillgun shoots drills, haven't found the special yet.

So ehm, that will be all the weapons available in the game.


Sun Feb 27, 2011 2:11 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Melee weapons.

Not diggers, I mean, melee melee weapons.
Who knows, maybe something like a sledgehammer, or a sword, or something like that. And you could power it with lua, to make it different from a shovel (or at least stronger).

I recommend this because if the actor has parkour movements, he can close up gaps between him and the enemy pretty quick, so a melee weapon could work nice in that moment.


Sun Feb 27, 2011 4:06 am
Profile
User avatar

Joined: Mon Sep 28, 2009 2:15 am
Posts: 720
Location: A fucking desert.
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
you could try making a sort of kick enhancer that can be equipped (see darkstorm's ammo stuffs) that turns slo-mo kick into instagib kick


Sun Feb 27, 2011 5:28 pm
Profile
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
How about a grenade that creates a sexy blue shock wave and the actors within get treated like the've been slo-mo kicked(that ability is never explained in the game)?


Sun Feb 27, 2011 8:17 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
How about a base amount of points for how much damage you inflict on one person, and silly bonuses, and modifiers with the special kills.

The flare gun, it attracts a lot of attention, stickied person gets shot at by anyone nearby, the explosion isn't so bad.


Sun Mar 06, 2011 5:05 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Oh wow. I'm quite excited for all of this, most notably the creeper since I'm AN MLG PRO IN MINECRAFT.
Could you give us what it looks like so far?


Sun Mar 06, 2011 5:34 am
Profile WWW
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
I think the peacemaker carbine explodes at some angles because, I found that when you make a gun fire an emitter that fires the shot (You would use this for smoke effects and such), it sometimes hits the gun itself, and damages the gun, but I take it that the peacemaker's shots are so powerful, that they just destroy the gun altogether.


Tue Apr 12, 2011 11:21 pm
Profile
User avatar

Joined: Mon Jan 25, 2010 11:35 pm
Posts: 675
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Oh okay.
NEED. CREEPER. NOW!


Tue Apr 12, 2011 11:27 pm
Profile
User avatar

Joined: Mon Jun 28, 2010 10:06 pm
Posts: 461
Location: STEPPING INTO THE RING
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
In the game the reason why your kicks cause slow mo epicness is because you have on gravity boots that create a zero gravity area around you and magnetize you to a surface. As seen in level where you assassinate the civilian. When you kick someone the energy from the antigrav part of the boot transfers a bit to them, electrifying then a bit and making them float for a limited amount of time.

Or at least that is what I gather from the Wiki and the game itself.


Mon May 02, 2011 3:18 pm
Profile
User avatar

Joined: Mon Jun 28, 2010 10:06 pm
Posts: 461
Location: STEPPING INTO THE RING
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Wellthen.
Forget the boots, all I want is the HeadHunter. It is by far the best gun in the game, and it isnt even available in MP.


Tue May 03, 2011 12:16 am
Profile
User avatar

Joined: Fri Jan 07, 2011 12:31 am
Posts: 550
Location: error: location not found
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
holy moley!
Ok, I've got a solution for you, instead of calling it a Bulletstorm inspired mod, call it: the official ADD mod pack, and you can do anything you want. Also if you need help with sprite I'm willing to throw my hat into the ring as well.


Sun May 22, 2011 5:43 am
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Mon Jul 12, 2010 5:39 am
Posts: 4558
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Is that a Nazi shooting the zapgun?


Sun May 29, 2011 3:04 am
Profile WWW
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
Reply with quote
Post Re: Ammosquall Ideas and Progress Thread
Is that B23?


Sun May 29, 2011 3:05 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 16 posts ]  Go to page 1, 2  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 : 0.053s | 13 Queries | GZIP : Off ]