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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Fri Aug 24, 2007 8:29 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
♥♥♥♥ yea doors. I love the way you design stuff, I cant wait to see what your doors look like. Honestly there aren't enough door mods around. If only doors were fixable or you could replace them after some sort of cool down time from the moment they gib.


Sun Sep 27, 2009 8:17 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I await huge blast doors with glee.


Sun Sep 27, 2009 8:32 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
I await huge blast doors with glee.

Hee hee. Two door types only:
Laser doors
Code:
-> Lua based

Blast Doors
Code:
-> Going to be huge as always, the only issue will be sensing


Sun Sep 27, 2009 9:04 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Laser doors

Awesomesauce. How big are we talking, heightwise, for these? I have recently acquired a few oversized mechanoids and they are a bit squished with current bunker setups.


Sun Sep 27, 2009 9:13 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
DSMK2 wrote:
Laser doors

Awesomesauce. How big are we talking, heightwise, for these? I have recently acquired a few oversized mechanoids and they are a bit squished with current bunker setups.


Including mine? Well laser doors will be the basic doors for my bunker modules.


Sun Sep 27, 2009 9:57 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
The one problem with laser doors that use emmiters is that attached emitters(on an actor or other) eventualy stop working, see MP3 laser. This is a problem with the game I think so it may be fixed some day.
It does sound prety awesome though, thanks for continuing this.


Mon Sep 28, 2009 7:46 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
You can do some Lua stuff to stop this happening though. Something to do with setting Age = 0 in Update() if I recall correctly.


Mon Sep 28, 2009 8:06 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote:
You can do some Lua stuff to stop this happening though. Something to do with setting Age = 0 in Update() if I recall correctly.

WARNING: if the thing is supposed to glow, do Age = 1, or else it won't glow. Still, yes, that should result in something that lasts forever.


Mon Sep 28, 2009 3:42 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSTech doors would be very nice.
I previously had to improvise when it came to doors *cough* double AAL doors *cough*. :oops:


I hope to see a variety of DSTech doors in the future, it would allow for some flexibility and creativity with base design, and alternitives in cramped areas.

From light weight doors that are quick to open and cost effective, the heavy duty doors that could stop a nuke (or stray drop ship), and something in between, light enough to be able to realistically open with a fair bit of speed, and durable/heavy/thick enough to stop the occasional wandering door to door turbo digger salesmen dummies long enough to have a crab filled crate express delivered to your front doorstep to convince them to leave.

I do agree with Phatmonkey, it would be nice to have a door that could be fixed in a battle.
It would be nifty to have a selectable door, with some option to repair/replace it (for a fee), so a stray drop ship engine (or rocket, or entire drop ship) doesn't leave the front door wide open early in a battle.

But then again, what seems like a good idea for doors, and what can actually be done, are two entirely different things.

I would at least suggest having a sliding type door and a swinging door (similar to what is in vanilla CC), the later for those compact bases where there is no space above or below the corridor for a sliding type door.


Mon Sep 28, 2009 4:42 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
For the most part, light <cheap> doors are going to be "shutter" based, very light, fast open, fast close, I'm running into many situations where I need to quickly get cover... In the sense that the enemy trying to shoot me is using a neat BFG that can disable my robots in a shot. I'm going to actually have to animate these doors, since I detest having a door engine sticking out of the actual "base". Think of patio doors.

But the "main" doors will be laser fences that activate if an enemy actor/MOPixel/projectiles gets within sensor range, though I'd have to make a generator room tucked in somewhere. I want to avoid making typical doors for some reason... I'd probably make these selectable with keys binded for on/off/auto. I'll only use emitters for the door effects. Gonna have it instagib anything <possibly by the victim's material> regardless of what that object is.

Base Entrance doors will pretty much be giant "vault" doors made of a more tough variant of mega metal, you're gonna need something akin to the FORCE to get through it. It's pretty much gonna be command vault sized.

You're gonna pretty much need a properly equipped and reprogrammed DSTech robot if you wanna ever truely get in. If your faction actually manages to catch one in the first place as well.


Mon Sep 28, 2009 7:34 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
You're gonna pretty much need a properly equipped and reprogrammed DSTech robot if you wanna ever truely get in. If your faction actually manages to catch one in the first place as well.
Whilst in-game universe this may be a difficult task, the player can just use anything with a disguise kit and mind control gun.


Tue Sep 29, 2009 12:46 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I seem to remember DarkStorm has a door-opening nanomachine gun.
Other than that you'd probably need a TIC and a few BFG's to get in,
or use a shovel and dig under,


Tue Sep 29, 2009 7:50 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Yeah, that too. If you make your doors strong enough then it just becomes easier for enemies to tunnel around them.
Actually, reviewing my last statement, you could just forgo the mind control gun altogether and just use a disguised unit.
The laser fences also sound like they could be defeated by a cloaked Darkstorm Shinobi or scout drone.
Also,
DSMK2 wrote:
a neat BFG that can disable my robots in a shot
That's not very often that that occurs, with DSTech...
Hmm, the non-uber weapon ones I can think of that would fall into that category would include the Darkstorm Electrolaser, Numgun's ioniser, the mind control device and maybe a lucky shot with the Diemos rocket launcher, I'm not sure.


Tue Sep 29, 2009 8:39 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hello there!

I love that mod too, but it only seems to work for me if I don't comment/uncomment the Activities.ini.

If I follow the instructions on page one, I get the RTE Aborted message:

Referring to an instance ('DSO3 Blade Digger') to copy from that hasn't been defined! in DSTech.rte/Activities.ini at line 75

I had a look at line 75 and there's only something about player funds.

Has anyone any idea how I can get it to work for me?


Tue Sep 29, 2009 5:26 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote:
Numgun's ioniser, the mind control device and maybe a lucky shot with the Diemos rocket launcher, I'm not sure.


Sorry but which mod was that? It isn't in the recentest AAL it it?

Still, it'll be fun to have a crack ar getting around some electolaser feild, maby use a teleporter, or just fly an MPAM through at insane speed.


Tue Sep 29, 2009 6:32 pm
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