Data Realms Fan Forums
http://45.55.195.193/

2 mod concepts
http://45.55.195.193/viewtopic.php?f=1&t=9527
Page 1 of 1

Author:  NickFury666 [ Fri Jan 04, 2008 4:39 am ]
Post subject:  2 mod concepts

I have been mulling over a few mod ideas in my head, and I figured that I'd let you guys know, to get your opinions and suggestions and such.

Idea number one: A god item. Some sort of weapon or tool or unit, I don't know exactly how it would work, but you would be able to move your cursor around the screen, like you were holding a switch actor button, and fire your weapon anywhere you wanted. As to what this weapon would do, I am unsure. It could make something like a black hole, pulling guys in, or shoot out digger particles in 360 degrees. I am not sure, but I think this would be the epitome of all uber weapons. To make it balanced, you could only give it one shot, or a few seconds of effect, and make it cost a substantial amount.

Idea two: A anti-gravity trap module. What this would do is when an enemy walked into it's area of effect, it would pull them up off the ground and suspend them in air. I'm fairly sure this is possible, but I can't do it. It should also have some way to be destroyed, perhaps an actor that is visible from the point where the enemies would be suspended, and when the actor is killed, the trap is broken.

I would appreciate any ideas or suggestions on these concepts, and if you wish to attempt making them, just post it here so I don't make another.

Author:  ProjektTHOR [ Fri Jan 04, 2008 4:48 am ]
Post subject:  Re: 2 mod concepts

Peanut gallery arrives in three--two--one--

Author:  Alenth Eneil [ Fri Jan 04, 2008 4:59 am ]
Post subject:  Re: 2 mod concepts

Neither is possible.

EDIT : Well, maybe the second one, but it'd be hacky.

Author:  Darlos9D [ Fri Jan 04, 2008 5:11 am ]
Post subject:  Re: 2 mod concepts

Alenth Eneil wrote:
Neither is possible.

EDIT : Well, maybe the second one, but it'd be hacky.

Aw, but thats what makes those things fun.

But yeah, the first one is impossible. You can mess around and see if you can get the 2nd one working, though.

Author:  Djinn [ Fri Jan 04, 2008 5:32 am ]
Post subject:  Re: 2 mod concepts

Alenth Eneil wrote:
Neither is possible.

EDIT : Well, maybe the second one, but it'd be hacky.


Second one's on my 'to do but probably won't be done' list. Blipflip (I think) already sorta did it in his Project Phoenix with his grav gun. The only difference is that this one would be larger. My implementation calls for/would have called for an ACRocket hatch animation that closes the person in a large room then an emitter would pull them into the air, using much the same principles as the grav gun, but larger.

But yes, the first one is impossible in its current implementation.

Author:  NickFury666 [ Fri Jan 04, 2008 11:03 pm ]
Post subject:  Re: 2 mod concepts

I think I know how to do idea two. I could make a bunker module, probably a lot like the enemy brain bunker in the tutorial level, and place an emitter that made negative particles with no sharpness. Would that work?

Author:  Djinn [ Sat Jan 05, 2008 12:17 am ]
Post subject:  Re: 2 mod concepts

NickFury666 wrote:
I think I know how to do idea two. I could make a bunker module, probably a lot like the enemy brain bunker in the tutorial level, and place an emitter that made negative particles with no sharpness. Would that work?


Well, it WOULD pull, but it would be extremely destructive in doing so. But yes, that would work.

Author:  Siverus [ Mon Jan 07, 2008 5:46 pm ]
Post subject:  Re: 2 mod concepts

I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right?

Author:  Djinn [ Mon Jan 07, 2008 6:12 pm ]
Post subject:  Re: 2 mod concepts

Siverus wrote:
I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right?


The wheels wouldn't roll but yes, it'd work. But why. It couldn't be piloted, it would just be a slow awkward car.

Author:  Siverus [ Mon Jan 07, 2008 6:29 pm ]
Post subject:  Re: 2 mod concepts

If there's a way to animate the moving sequence of the body, then you could make the wheels appear to move, and the vehicle could be an AActor character.

Author:  bbbzzz234 [ Mon Jan 07, 2008 6:34 pm ]
Post subject:  Re: 2 mod concepts

No there's not, but that second idea on the first post, is basically the opisite of the trampoline, and just incase you are too lazy to search for it...
Attachment:
Trampoline.rte.rar [49.61 KiB]
Downloaded 147 times

Author:  Siverus [ Mon Jan 07, 2008 6:50 pm ]
Post subject:  Re: 2 mod concepts

Alright, I'll find something else. Thanks for helping, though!

Author:  NickFury666 [ Tue Jan 08, 2008 3:59 am ]
Post subject:  Re: 2 mod concepts

Siverus wrote:
I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right?

Did that have anything to do with this thread?

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/