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 Stuff CC needs 
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Post Stuff CC needs
1: Burn damage for actors - exposure to fire causes actor part to turn dark and actor to take damage. No gibbing.

2: New kind of vehicle ->
- not remote controlled (but is an actor in the sense that a rocket is an actor)
- probably stationary
- maybe dropship deployable
- artillery gun
- radius about dropship height
- actor gets in through door in the back - like a rocket - then control switches to vehicle (like rocket), and gun can be operated
- functions as armored control point, anti-aircraft, combat objective, and scenery


BTW the solution to drop zone restrictions vs base-bombing is long range anti aircraft guns that can't shoot horizontally and vaporise what they hit.




EDIT: Here's a suggestion: link buy menu presets to the number keys so I can hit 4, click to set the landing site and get whatever I have 4 set to without having to open the buy menu.

It's tough when I want to drop a load of mini turrets on somebody before I bring in the ground troops and call in a few flying gun drones at the same time.


Fri Mar 23, 2012 3:07 am
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Post Re: Stuff CC needs
To begin with, aside from AHumans we should have ARobots. Many mods could take a lot of advantage of a definitive way to see if an actor is a human or definately a robot.

Now, maybe there should be variables like melting point or burning point, that could act like the GibWoundLimit but for temperature, which wouldn't make things gib but make them melt (?). Also things like this but for electricity would be very good, like electric resistance or electricity to overcharge, which would play a good role on doors, dropships, robots, etc. but that would probably be too much work in order to be viable.


But AHumans and ARobots should definately exist.


Mon Mar 26, 2012 1:48 am
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Post Re: Stuff CC needs
Some other quadruped too, like AHorse.


Mon Mar 26, 2012 4:38 pm
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Post Re: Stuff CC needs
I think we all know what AHorse could be used for...

All awesome suggestions. I especially like the preset number key thing. That would make things much faster.


Mon Mar 26, 2012 10:22 pm
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Post Re: Stuff CC needs
Rope Physics



Mon Mar 26, 2012 11:14 pm
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Post Re: Stuff CC needs
Asklar wrote:
To begin with, aside from AHumans we should have ARobots. Many mods could take a lot of advantage of a definitive way to see if an actor is a human or definately a robot.

That seems like a silly way of doing it. Why add an entire other class when there could just be a boolean variable marking whether or not an Actor is organic? That way you could have organic and robotic crabs (or even ships) as well.


Tue Mar 27, 2012 1:25 am
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Post Re: Stuff CC needs
Well, when I though of adding another class would be to actually make it different.

Like for example, an ARobot could have more arms on it, or turrets apart from the arms, things like it.


Tue Mar 27, 2012 1:30 am
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Post Re: Stuff CC needs
And why couldn't organic things have those, too? Aliens could have multiple arms, man!


Tue Mar 27, 2012 1:35 am
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Post Re: Stuff CC needs
Wheels. Also, a LEGO type system where you start off with a base, and can add any amount of heads, arms, legs, jets, treads, wheels, doors or other bits and pieces like mounted guns and turrets. I feel that this would fit CC rather well, as well as being A NIGHTMARE OF AMAZING PROPORTION to code. :grin:


Tue Mar 27, 2012 4:20 am
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Post Re: Stuff CC needs
Asklar wrote:
Well, when I though of adding another class would be to actually make it different.

Like for example, an ARobot could have more arms on it, or turrets apart from the arms, things like it.

That still doesn't make sense to make it a robot-only class. What if you want a robot that doesn't have all that stuff? Or, as Arcalane said, what if you want a human that does? The class "AHuman" would probably be better described as "ABiped" -- it just means it has two arms. Adding other classes with more limbs could make sense, but adding another class specifically for robots just seems like an odd choice.


Tue Mar 27, 2012 5:15 am
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Post Re: Stuff CC needs
ahuman should be for all humanoids. i don't see the big enough difference between robots and organics in this game to even think about it. technically speaking all organic life are basically biological machines themselves.




to be quite frank it's a dumb idea that wouldn't create new openings and pathways, it would actually most probably create more restrictions.


Tue Mar 27, 2012 4:44 pm
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Post Re: Stuff CC needs
Calling it "dumb" is a little harsh-- it just wasn't thought through completely. :roll:

One of the many reasons why it's often better to get a second opinion on things.


Tue Mar 27, 2012 4:51 pm
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Post Re: Stuff CC needs
na, it was dumb. ignorance or not the statement was still quite technically dumb. i mean if you knew the very basics of modding for this game you'd realize anything with a head, torso, two arms and two legs is an AHuman. there's nothing classifying it as a different kind of entity would do.


but hey man i deal in unconditional tough love.


i agree, but it's not that it wasn't thought out completely, it wasn't really thought out at all.

i mean look at the crobos... where ever the ♥♥♥♥ they are. very robot-y yet they are Ahumans.


god damn you bubs... why'd you have to join CC team...


Tue Mar 27, 2012 7:45 pm
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Post Re: Stuff CC needs
Well, some kind of bool to tell if it's a robot or not would be good then, because now programming EMPs and things like that isn't very easy.

Well, then, I'm just with Major with his idea of the lego-like unit system.


Tue Mar 27, 2012 8:15 pm
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Post Re: Stuff CC needs
NeoSeeker wrote:
na, it was dumb. ignorance or not the statement was still quite technically dumb. i mean if you knew the very basics of modding for this game you'd realize anything with a head, torso, two arms and two legs is an AHuman. there's nothing classifying it as a different kind of entity would do.

This is Asklar you're talking to, bro.
HES LIKE A WIZARD WITH THE LUAS


OT: We need flying creatures. Not like, craft, but like, birds. Birds that fly and stuff. That would be neat.


Wed Mar 28, 2012 1:04 am
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