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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Fun with Rockets
Rockets are extremely underused and stagnant at the moment. Yes, we have many ships to carry people, yes, some of them carry lasers or can drop bombs better. But that's surely not everything we can do with them. Here's some facts: - Both rockets and dropships have the advantage of having the most reliably triggered animation; the hatch opening. With the push of a button, you are guaranteed to display a certain number of frames at a speed you can control. People have used this to make doors, elevators, and crushers. Most recently, I used it in Loki ( viewtopic.php?f=23&t=8808) as a security gate function. When you scuttle a rocket, the hatch will open. - Rockets currently absorb TDExplosives when their hatch is open. Who knows why. - Exits for the rockets can be moved around, and the velocity of the exiting as well as the exit interval can be changed. - They can be pinned to the background (like everything else) and thus be made stationary. - They have four triggerable emitters. In Loki (as mentioned above) each of these is used as a weapon. The emitters can be aimed, and what they can do is pretty much limited only by your imagination and the engine. Also, they work almost exactly like guns, so pretty much any weapon can be ported over. - They can be spawned with things already in their inventory, however as soon as they spawn their hatch will open and the inventory will be released, even if they spawn with 0 health (which would otherwise make them non interactable) That's only off the top of my head. Why does this matter, you ask? Well good, cause I'll tell you. Here are some applications: - MORE DOORS: We have a few sets of doors, but we need more. I've also yet to see a horizontal door for some bizarre reason. - BASE DEFENSE: Take a look at Loki and Grif's Blenders/Pyro and the few 'Laser Defense Systems'. They're easy as hell to make, and way more original and likely to be better recieved than a new gun or digger. - CRAZY ♥♥♥♥: Taking advantage of the attributes listed above you can do crazy stuff. For example, a loadable cannon. Say you make a cannon shaped rocket, put the exit in front of the barrel, and set the exit speed up high and to the direction the cannon is pointing. Toss a TDExplosives into it (recall they absorb TDExplosives when their hatch is open). Close the hatch when you're done loading it. Then when an enemy wanders into range, switch back to it and open the hatch. Blam. Instant cannon. It can't be aimed, of course, but if you design it correctly the proper use of it should be clear. Hopefully you're beginning to think of things you can do with it. One final, slightly more daunting idea: Grow a Base. This is conceived to be either done from the spawning screen at the beginning or from, say, a grenade that spawns the rocket. Here we go: - The grenade is thrown and impacts, which releases the rocket. - The rocket is pinned at 0 health, but contains a scaled up version of the bunklearer. - The base unfolds (through the hatch open animation) since it has cargo, even though it is dead. - Once the base is fully unfolded (the end of the hatch open animation), the cargo is released, which explodes and destroys whatever is inside the base (any dirt) - In theory, since the base is dead, it then becomes part of the scenery, and you can go inside and set up shop. Keep in mind, the above is theory, but well supported by past research. But if it works... Anyhow, if you're still reading this absurd wall of text go right fricking now and start playing with this. People will think you're original and awesome, and we'll get some awesome looking mods. Peace.
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Fri Dec 07, 2007 2:37 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Fun with Rockets
Hmm...this is well thought out. I will consider doing a mod for something like this. I might go back to modding, not exactly sure, yet anyway.
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Fri Dec 07, 2007 3:03 am |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Fun with Rockets
I made my hologrammar out of a dropship. It's a pinned dropship that only has one engine, and the hologram part is the glow. Only problem with making stuff out of dropships/rockets is that they show up in the buy menu. Quote: One final, slightly more daunting idea: Grow a Base. Also, I'm planning on doing this in B19, only with Doors, as they seem to be able to push dirt? We will see.
Last edited by Lord Tim on Fri Dec 07, 2007 3:12 am, edited 1 time in total.
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Fri Dec 07, 2007 3:10 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Fun with Rockets
Lord Tim wrote: I made my hologrammar out of a dropship. It's a pinned dropship that only has one engine, and the hologram part is the glow.
Only problem with making stuff out of dropships/rockets is that they show up in the buy menu. Yeah, I know. C'est la vie, I suppose. Also, the hologrammer is a damn good idea. Showcases one of the many and sundry uses of rockets. Tadah!
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Fri Dec 07, 2007 3:11 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Fun with Rockets
We need:
Energy sheilding, use click to create a massive shield in your base Doors, lots of then Dropable pré made bunkers: Like a droppod, drop it, its die to a pinned dropship that unfold into a freaking base... Traps, lots of then Defence systems, like Loki or Saci Pererê (!!!)
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Fri Dec 07, 2007 3:16 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Fun with Rockets
Quote: Quote: One final, slightly more daunting idea: Grow a Base. Also, I'm planning on doing this in B19, only with Doors, as they seem to be able to push dirt? We will see. Fun idea: If you decide to build one that will only exist above ground, you can just make it pop turrets out at the exits when it spawns. The only real reason you'd need a bomb is to make underground bases. Also, yes, I'm working on Saci Perere. Like I said, he's not fancy or original, he's just a door. But he'll look neat when he deploys. That's my only real motivation for making him.
Last edited by Djinn on Fri Dec 07, 2007 3:19 am, edited 1 time in total.
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Fri Dec 07, 2007 3:16 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Fun with Rockets
Lord Tim wrote: I made my hologrammar out of a dropship. It's a pinned dropship that only has one engine, and the hologram part is the glow. Only problem with making stuff out of dropships/rockets is that they show up in the buy menu. Quote: One final, slightly more daunting idea: Grow a Base. Also, I'm planning on doing this in B19, only with Doors, as they seem to be able to push dirt? We will see. Can't you add a buyable = 0 variable in the code somewhere? Or did I misread the problem?
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Fri Dec 07, 2007 3:17 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fun with Rockets
Rockets absorb TDExplosives since Data made objects returnable for extra cashmonies.
The build-a-base idea is awesome, and would work, since a DOA object would automatically scuttle and thus open the doors.
The only problem is rocket animations are limited to 50 frames.
No idea why, but, there's a limit, which can't be circumvented.
@Venn: No, you can't just do that.
If Buyable = 0, then it's not buyable. In the build OR buy menus.
If it doesn't have an AddToGroup, it's buyable in the buy menu, but not the build.
There's no way to have it show up in Build but not buy. Believe me, I tried, when I was making the Blenders.
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Fri Dec 07, 2007 3:20 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Fun with Rockets
Or use pinned dropships/rockets to produce gold/spawning actors and weps and tools and freaking MEDPACK, THAT IS UBBBER AWESOME, OMG!!! lol
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Fri Dec 07, 2007 3:21 am |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Fun with Rockets
Grif wrote: Rockets absorb TDExplosives since Data made objects returnable for extra cashmonies.
The build-a-base idea is awesome, and would work, since a DOA object would automatically scuttle and thus open the doors.
The only problem is rocket animations are limited to 50 frames.
No idea why, but, there's a limit, which can't be circumvented.
@Venn: No, you can't just do that.
If Buyable = 0, then it's not buyable. In the build OR buy menus.
If it doesn't have an AddToGroup, it's buyable in the buy menu, but not the build.
There's no way to have it show up in Build but not buy. Believe me, I tried, when I was making the Blenders. Not even if you made it a bunker module? Isn't there a way to put it in the bunker module group? I haven't looked much at the code lately, so I'm just going off of what I hear.
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Fri Dec 07, 2007 3:23 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fun with Rockets
venn177 wrote: Not even if you made it a bunker module? Isn't there a way to put it in the bunker module group?
I haven't looked much at the code lately, so I'm just going off of what I hear. How would that help? At all. Bunkermodules are NOT ACROCKETS. They are BUNKERMODULES. All the Bunkermodules group is is ANOTHER ADDTOGROUP line.
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Fri Dec 07, 2007 3:25 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Fun with Rockets
Grif wrote: Rockets absorb TDExplosives since Data made objects returnable for extra cashmonies. Fair enough. Which means you could even kill people with the guns they leave on the floor. Heh. Quote: The build-a-base idea is awesome, and would work, since a DOA object would automatically scuttle and thus open the doors.
The only problem is rocket animations are limited to 50 frames. Well that's a pain in the ass. Oh well, there's always ways around things, whether technical or visual. Hell, I could just have the cargo inside be ANOTHER rocket that would unfold into a different section of the base. UPDATE: Nope, just checked, I brought the frames in the Loki security gate up to 60 just now and it worked just fine. You're probably thinking of an archaic version, but it seems to work now.
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Fri Dec 07, 2007 3:27 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Fun with Rockets
So that mean that we can have a small dropship transform into a giant bunker module without restriction??!
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Fri Dec 07, 2007 3:38 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: Fun with Rockets
Jox =3 wrote: So that mean that we can have a small dropship transform into a giant bunker module without restriction??! Well, in theory. I mean, most of my stuff is designed based on pinned stuff, but you could potentially start on a level with no bunker or anything, fly down in your tricked out rocket (not dropship, they work differently), and have the rocket transform into an entire base by scuttling it. IN THEORY.
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Fri Dec 07, 2007 3:40 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Fun with Rockets
Oh, wow, that's odd. Electroclan lied to me!
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Fri Dec 07, 2007 3:51 am |
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