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xerxys
Joined: Sun Feb 17, 2008 11:21 am Posts: 54
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Supa-Dupa 'Porta Vater' ( a wip )
THIS IS NOT A CRAFT Somebody metioned troop deployment by teleport, so I have modded the code from my 3DSniper to do just that. A yellow rectangle is created by firing the gun and this can be moved to any point you wish. If you fire, three randomly armed (they have an intentional tendancy to get Assault rifles, for those of you looking at the code) coalition soldiers appear and the teleport disapears. It works fine, but there is one feature I tried to add but it doesn't function. All the code is there, it's turned on, but it does nothing. It is meant to create only skeletons when you try to teleport too close to a brain, to balance the ability to go anywhere. Yes it's expensive, but how much does three armed soldiers cost?
Last edited by xerxys on Mon Oct 26, 2009 10:30 am, edited 1 time in total.
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Mon Oct 26, 2009 9:21 am |
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ClockworkIndustries
Joined: Sat Oct 03, 2009 9:02 pm Posts: 29 Location: England-ish.
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Ooh! Interesting! DLing now, will be back with comments.
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Mon Oct 26, 2009 9:26 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Interesting, but I was hoping for a group teleporter... but still, instant reinforcements never diplease!
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Mon Oct 26, 2009 9:46 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Supa-Dupa 'Porta Vater' ( a wip )
You might want to try checking if the actor is in the Brains group instead of checking PresetName. Also, the problem is that you are asking if the PresetName is simultaneously Brain Robot and Brain Case, which doesn't apply to any actor in existence, let alone a Brain Unit. Also, the bullet script incorrectly references the ACrab 3D Sniper instead of Teleporter.
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Mon Oct 26, 2009 9:56 am |
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xerxys
Joined: Sun Feb 17, 2008 11:21 am Posts: 54
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Re: Supa-Dupa 'Porta Vater' ( a wip )
I updated it to use OR as opposed to AND for the check for the brains, it still doesn't work. Any Ideas? Also I'll do the group teleporter.
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Mon Oct 26, 2009 10:32 am |
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Mr Johnson
Joined: Tue Jun 30, 2009 1:19 pm Posts: 25 Location: Do u like zoos?
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Nice! But what if we have downloaded a custom Coalition.rte?
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Mon Oct 26, 2009 10:46 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Make a series of these teleports with different soldier types but still random armaments. Nicer sprites would also be nice. Good show, GREAT JOB! (srsly tho this things is cool)
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Mon Oct 26, 2009 3:33 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Mr Johnson wrote: what if we have downloaded a custom Coalition.rte? That would be your problem, since you have edited basegame files. Outside of the scope of accepted modding practices.
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Mon Oct 26, 2009 5:22 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Very cool and revolutionary... thing I'd like to see a version which spawns a dropship charged with reinforcements...
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Mon Oct 26, 2009 11:26 pm |
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Tap
Joined: Sun Sep 13, 2009 8:18 pm Posts: 15
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Re: Supa-Dupa 'Porta Vater' ( a wip )
awesome!
Single word posts are unacceptable. Please add more content to this post or I'm going to have to remove it.
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Tue Oct 27, 2009 5:52 am |
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Mr Johnson
Joined: Tue Jun 30, 2009 1:19 pm Posts: 25 Location: Do u like zoos?
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Re: Supa-Dupa 'Porta Vater' ( a wip )
Duh102 wrote: Mr Johnson wrote: what if we have downloaded a custom Coalition.rte? That would be your problem, since you have edited basegame files. Outside of the scope of accepted modding practices. Eh... yeah. But i didnt, because its forbidden. That would have been bad. I didnt even think about it. Download CC installer
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Tue Oct 27, 2009 1:54 pm |
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