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 Zorg Industries Incorporated 
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Re: Zorg Industries Incorporated
alphagamer774 wrote:
Why not? Use the Multiple firing modes script and a badass sprite.

Looks kinda like the archangel's sniper from Mass Effect 2.

I'm liking the mod though, especially because of the jetpacks.

Okay, let me restate: it would be impossible to create in the simple and robust manner that would be allowed by attachment scripting. It could be done, but I've jumped through enough attachment hoops in my own faction.


Sun Jun 27, 2010 9:32 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: Zorg Industries Incorporated
I've updated all the siegebots and made the sniper have a wider arc of fire.
The spider drone is better, but not buy much and any help with this would be appreciated. There seems to be a limit to how tall a ACrab can be, any taller and the legs really do NOT work (understatement).

The Vulcan drone is more acurate.
The siegebots armour is all attached to the turret instead of being layered like an onion.
The siege bots are a little bit weaker.

Have fun.


Mon Aug 02, 2010 7:08 am
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Zorg Industries Incorporated
You know what this mod needs? a system of upgrade.
I gonna explain myself, you choose a crab, you make your duties depending the kind of crab,
then some glow indicates you can be upgraded, pressing some key you crab evolves, kinda like pokemon.


Mon Aug 02, 2010 3:15 pm
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Location: That quaint little British colony down south
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Post Re: Zorg Industries Incorporated
The replacement itself should be fairly easy, simply deleting the old actor and creating a new one, assuming you are fine with it regenerating health and wounds. The major problem of inventory does not enter consideration as we are working with crabs. A problem that does enter consideration however, is what criteria should be used to determine suitability for 'evolution'. Kill counts are not really terrible practical, and a simple timer could lead to players simple leaving it in their base. More complex objectives are most likely disproportionately more difficult dependant on each case.


Mon Aug 02, 2010 3:43 pm
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Post Re: Zorg Industries Incorporated
This is all assuming I have any abillity to use LUA whatsoever. :P
If you want it done I'm afraid you're gonna have to do it your self.


Tue Aug 03, 2010 7:52 am
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Location: That quaint little British colony down south
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Post Re: Zorg Industries Incorporated
If you ask nicely, someone could pretty much do it for you - it's not an insanely complex script as long as you want fairly easy to do evolution condition.


Tue Aug 03, 2010 8:37 am
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Post Re: Zorg Industries Incorporated
Siege engines should be more like.. The whole point of them is that you dont need a door. You can make your own. You're not supposed to be able to jump over those walls.. Just blow them apart.


Fri Aug 13, 2010 7:59 am
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Post Re: Zorg Industries Incorporated
http://en.wikipedia.org/wiki/Siege_tower

Not so.


Fri Aug 13, 2010 8:16 am
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Post Re: Zorg Industries Incorporated
Dont get all medieval on me:

http://en.wikipedia.org/wiki/Ballista

http://en.wikipedia.org/wiki/Battering_Ram

http://en.wikipedia.org/wiki/Catapult

And I think these are more "Ballista" than "Tower"

But, it is your thread, and I have only an opinion


Fri Aug 13, 2010 9:36 pm
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Post Re: Zorg Industries Incorporated
Think of it more as a aggreive siege tower. It doesn't like getting pushed around.
At first the origional one was supposed to be a massive drone that could transport other drones inside it, just like an ACRocket, but you can only give doors to a rocket.
When I get better at Lua I'll make a proper siege tower. :)


Fri Aug 13, 2010 10:58 pm
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