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Joined: Tue Mar 27, 2007 11:02 pm
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All that stuff will certainly require a new build - there aren't any valid instructions in the code which you can use for any of that (i.e. nothing at the moment would recognise changes dependent on kills).

It's definitely not something you can do in RTE (at least, not at the moment) and would add an extra whole level of complexity to modding actors... Imagine if everyone had to draw 5 extra sprites for each body part and code every stage of evolution of the actor. Yes the mods would have more effort put in, but you'd lose a huge chunk of what we all know and love, newbie gold. It's rare, but some "first mods" are so good - you don't want to scare people off by making it all more complex...

But I guess things like the SharpAim variable wouldn't be so bad. Just make it so that a particular actor has, say, a "SharpFactor", which is multiplied by weapon X's sharp distance, meaning that a character with bionic eyes can see through an AK's scope further than a "Little Old Man Clone" who wears milkbottle glasses. Would add an extra degree of realism, I'd have to admit.

New variable and clone names ftw


Mon May 21, 2007 2:30 pm
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Joined: Tue Feb 27, 2007 4:05 pm
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lokomotivet wrote:
Your idea is like... a rank system. Example: You kill 2 actors with your own little actor, he gets this little gold star or medal infront of his health bar which indicates he is now in a higher rank. The new rank makes him much more accurate with the guns and the SharpAim distance is longer.

Here are some examples i made up of how the ranks can affect the Actor.

- Better aim/less shake
- Longer SharpAim distance
- Better/Tougher armor, better gibwound limit
- Regenerates a small amount of health (temporary for 20 when he achives a new rank)
- Faster run speed
- More Jetpack fuel/time
- Can carry more weapons before the weight "meter" turns yellow or red.
- New sprites (such as an little gold medal on the helmet or the jacket or "bigger" armor)

etc...

All of that stuff is easily editable in the config files for the Actor you want to promote. Therefore, its pointless in the forum you decide on. It has to be something that is not configurable in .ini files, or else "Veterancy" is just a name for jacking up the stats on a Green Clone.

If this is to be utilized efficiently, the INI files for the default Actors (Blue and Green Clones, and Robots 1 and 2) must be locked up in the main bulk of the program, not editable in cleartext.

Veterancy would only apply to default units in Story Mode. Other than that, "veterancy" is just as easily added by editing files by hand.


Mon May 21, 2007 4:40 pm
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One thing that would be useful is a way to make accurate and inaccurate clones


Mon May 21, 2007 4:46 pm
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muffinmonkey wrote:
One thing that would be useful is a way to make accurate and inaccurate clones

As said, have multipliers - things that multiply the stats of the weapon - defined as part of the actor.
Example - Someone who is supposed to be a "Caffeine clone" would aim quicker but have a very high shake range. Someone who is alcoholic wouldn't have much shake range (relaxed muscles) but would have a lower SharpFactor, as he can't see far without it blurring. Or turning into a pink elephant.

Hey, what about making a "Drunk clone" who 'sees' alternative nightmarish sprites when in sharp-aim mode? ^_^

Serious note though - as I said. Define certain "factors" which are multiplied by the weapon's stat values in order to make certain properties dependent on both actor and device.


Mon May 21, 2007 6:50 pm
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Yeah
Multipliers will win the world!
And LSD clones too


Mon May 21, 2007 7:50 pm
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