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Officer_Bulbock
Joined: Mon Oct 23, 2006 4:11 am Posts: 45
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Brain vault with door down (file attached)
My first mod- yay!
Dump in you cortex command folder- but beware, it'll overwrite your Brainvault files in your Base folder, so you might want to back them up.
It doesn't move, but it should tide you over until Data adds movable actor doors.
Enjoy!
Last edited by Officer_Bulbock on Sun Jan 21, 2007 1:19 am, edited 3 times in total.
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Sun Jan 21, 2007 12:12 am |
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Kokits
Joined: Sun Dec 03, 2006 4:00 am Posts: 578 Location: America
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I went to your links and it confused me -.- What do I search and all that crap?
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Sun Jan 21, 2007 12:51 am |
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steel
Joined: Sat Jan 06, 2007 3:46 am Posts: 41
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LOl i thought of the same thing 20 mins ago
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Sun Jan 21, 2007 12:56 am |
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Officer_Bulbock
Joined: Mon Oct 23, 2006 4:11 am Posts: 45
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Hmmm, links are acting up. I'll try and upload them elsewhere
EDIT: Links attached to post now.
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Sun Jan 21, 2007 12:57 am |
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Empyreal
Joined: Fri Jan 05, 2007 6:34 pm Posts: 580
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That would add a bit more fairness, as you'd have to get into the brain room to be able to shoot the brain. I'll try it. It would be easier for people if you just zipped them in base.rte/base/objects.zip or .rar.
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Sun Jan 21, 2007 1:14 am |
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The-Masses13
Joined: Thu Jan 04, 2007 3:19 am Posts: 426 Location: Melbourne, Victoria, Australia
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Great idea.
I mean, what good is a vault with the door WIDE open?
"How did the thief make off with $50 Billion with you manning the door, Mr. Schwarzenegger?"
"Yah, I TRIED to stop him, but then I realized the door would...OHSHIT!"
Yeah, I'm not great at impersonations.
Even when typing.
- The-Masses
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Sun Jan 21, 2007 9:02 am |
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Karva-Bopi
Joined: Sat Oct 14, 2006 7:56 pm Posts: 112 Location: Finland
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when i was thinking how to open the door when its a "actor" it would be good if you would have to buy a remote control1 like door 1 control and when you "shoot" shoot with the remote control1, door 1 opens ( ofc the other player can buy the same control that he could open the door too ) and for door 2 would be remote control2 and etc
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Sun Jan 21, 2007 2:09 pm |
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Empyreal
Joined: Fri Jan 05, 2007 6:34 pm Posts: 580
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I don't think that you could do that in this build. The graphic can't be edited. Now, if you made the door a dropship and spawn at the beginning of a level with 1000 health, you could fly it straight up and down, and it would stay.
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Sun Jan 21, 2007 5:30 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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This is just what I wanted! Thankyou!
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Sun Jan 21, 2007 6:42 pm |
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Officer_Bulbock
Joined: Mon Oct 23, 2006 4:11 am Posts: 45
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Karva-Bopi wrote: when i was thinking how to open the door when its a "actor" it would be good if you would have to buy a remote control1 like door 1 control and when you "shoot" shoot with the remote control1, door 1 opens ( ofc the other player can buy the same control that he could open the door too ) and for door 2 would be remote control2 and etc
Data is going to add movable, controllable doors.
Eventually.
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Sun Jan 21, 2007 6:45 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Perhaps when you select the brain itself you could control its weapons, ie doors and turrets.
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Sun Jan 21, 2007 10:14 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Speaking of doors and the like, I want actors toi be organized better for switching control, one key for all robots/clones, another for rocket/dropships, and of course the yu for the brain, maybe others for stationary turrets and doors.
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Sun Jan 21, 2007 10:17 pm |
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Officer_Bulbock
Joined: Mon Oct 23, 2006 4:11 am Posts: 45
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Seraph wrote: Perhaps when you select the brain itself you could control its weapons, ie doors and turrets.
Yeah, it would be the ideal place to control your built-in defenses from.
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Mon Jan 22, 2007 12:14 am |
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