[WIP] DSTech Corp (UPDATED: 5/22/09)
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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: [WIP] DSTech Corp (UPDATED: 5/22/09)
Suffice to say, I look forward to ramming your doors soon, DSMK2
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Tue Sep 29, 2009 7:29 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote: Suffice to say, I look forward to ramming your doors soon, DSMK2 Heh heh... Probably should up my module's structural integrity to get a long with it... Alright, robot redesign ideas! My initial thoughts: Have built in chaff launchers on all units <shoulder mounted: 100% chance on stopping rockets, random chance of stopping basic projectiles> Have built in repair functions <Slow> <Need a special module to replace lost parts though> Make it so units cannot be mind controlled <except for brain units> or stunned(?) Code: Or have a feature that reasserts authority over any mind controlled DSTech units in a radius, brain units only
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Tue Sep 29, 2009 10:09 pm |
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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: [WIP] DSTech Corp (UPDATED: 5/22/09)
Hmm... I guess you could do that by having every one of your units record its original team in a separate variable, and then set that as the team when it gets near the brain or at a set interval. But then you could just as easily modify the mind control device to change that variable as well. And then you wouldn't be able to use disguise kits with DSTech robots if you set it to occur at a set interval. Also, as far as I know, there are multiple ways to make a unit ineffective, and the only faction that really uses it so far uses many of them. Even if you disable one of the mechanisms, one of the others would still make them almost exactly as incapacitated; effectively disabling the second mechanism would make it either impossible to change aim with or make it unable to change aim when not controlled, I'm not sure.
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Wed Sep 30, 2009 4:11 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
411570N3 wrote: Hmm... I guess you could do that by having every one of your units record its original team in a separate variable, and then set that as the team when it gets near the brain or at a set interval. But then you could just as easily modify the mind control device to change that variable as well. And then you wouldn't be able to use disguise kits with DSTech robots if you set it to occur at a set interval. Also, as far as I know, there are multiple ways to make a unit ineffective, and the only faction that really uses it so far uses many of them. Even if you disable one of the mechanisms, one of the others would still make them almost exactly as incapacitated; effectively disabling the second mechanism would make it either impossible to change aim with or make it unable to change aim when not controlled, I'm not sure. Pretty much what I was thinking, though I'm going to have to have the bots save their original team on spawn, so brain units can pretty much reclaim robots that used to be on the same team, nothing more than that. For those other variables, I'm going to give the attacking side a false sense of hope. So the robot will appear incapacitated, for a bit, before it unleashes hot lead into the attacker. Its not like other modders will notice the variables in the script, unless they really really want to murder my faction ha ha. Though I'm wanting to make some or see some EMP guns, the best way for non-robots to really mess up robots. Ah right, anyone know anyway to get all MOSRotatings in the MoveableManager? I can't find the variable aside from "Actors".
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Wed Sep 30, 2009 4:59 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: [WIP] DSTech Corp (UPDATED: 5/22/09)
Wait, will the EMP fry them ( neutralize them and incapacitate ) , or will it just incapacitate them until they fully reboot ( or get repaired ) ?
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Wed Sep 30, 2009 5:26 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Foa wrote: Wait, will the EMP fry them ( neutralize them and incapacitate ) , or will it just incapacitate them until they fully reboot ( or get repaired ) ? Bumping with interest as my upcoming faction plans to use EMP nades and EMP missiles. I'd go for temporary incapacitation myself...
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Wed Sep 30, 2009 6:57 am |
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Sunrise
Joined: Thu Sep 03, 2009 4:21 pm Posts: 18
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote: Hmm... Ah right, anyone know anyway to get all MOSRotatings in the MoveableManager? I can't find the variable aside from "Actors". Code: for Particle in MovableMan.Particles do if (Particle.ClassName == "MOSRotating") then end end
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Wed Sep 30, 2009 7:06 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
carriontrooper wrote: Foa wrote: Wait, will the EMP fry them ( neutralize them and incapacitate ) , or will it just incapacitate them until they fully reboot ( or get repaired ) ? Bumping with interest as my upcoming faction plans to use EMP nades and EMP missiles. I'd go for temporary incapacitation myself... Incapacitation <I'll code for my robots to recover after a bit> and scaling damage! And thanks Sunrise!
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Wed Sep 30, 2009 3:49 pm |
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rditto48801
Joined: Mon Jun 01, 2009 6:14 pm Posts: 40 Location: In the middle of a giant mitten
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Something popped into mind while playing CC earlier, and having to deal with an entrance being clogged with debris and drop ship remains.
It would be nice if there was a variant of the DSTech digger that was fast for digging through softer terrain and debris, but which did not eat through rock, concrete, metal, actors, etc, with frightening speed. Basically something like a faster, wider area pulse digger or some such thing.
Perhaps something that could be a portable version of the DSTech bunker pieces that 'dig' through debris/dirt, perhaps even something (or another DSTech digger variant) that does not harm actors, doors, etc), so one could clear debris from their front door without accidentally destroying the actual door. Maybe even an explosive that 'digs', clearing out dirt/debris easily, but with minimal effect on concrete/rock, and no effect on metal, and perhaps minimal damage to actors and such.
quick edit: the later ideas would also be handy for salvaging weapons, tools, etc, from debris, so gear could be sold of for extra money. With most diggers, they would destroy the stuff if not careful, which makes battlefield salvage tricky at best. It would also be handy for digging out friendlies that got 'buried' and are stuck in a pocket under some debris.
Last edited by rditto48801 on Fri Oct 02, 2009 5:44 am, edited 1 time in total.
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Fri Oct 02, 2009 5:40 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote: Something popped into mind while playing CC earlier, and having to deal with an entrance being clogged with debris and drop ship remains.
It would be nice if there was a variant of the DSTech digger that was fast for digging through softer terrain and debris, but which did not eat through rock, concrete, metal, actors, etc, with frightening speed. Basically something like a faster, wider area pulse digger or some such thing.
Perhaps something that could be a portable version of the DSTech bunker pieces that 'dig' through debris/dirt, perhaps even something (or another DSTech digger variant) that does not harm actors, doors, etc), so one could clear debris from their front door without accidentally destroying the actual door. Maybe even an explosive that 'digs', clearing out dirt/debris easily, but with minimal effect on concrete/rock, and no effect on metal, and perhaps minimal damage to actors and such. I think I made those cleaner base accessories for that reason...
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Fri Oct 02, 2009 5:43 am |
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rditto48801
Joined: Mon Jun 01, 2009 6:14 pm Posts: 40 Location: In the middle of a giant mitten
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
wow, my quick edit wasn't quick enough. (darn that was a fast reply)
Sure, the base cleaners are handy, but I meant portable stuff, for use outside of the base, for salvage, recovery and general removal of debris that might hinder defensive efforts or give the enemy cover from longer range weapons due to obstructing the line of sight of units and turrets.
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Fri Oct 02, 2009 5:51 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: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote: carriontrooper wrote: Foa wrote: Wait, will the EMP fry them ( neutralize them and incapacitate ) , or will it just incapacitate them until they fully reboot ( or get repaired ) ? Bumping with interest as my upcoming faction plans to use EMP nades and EMP missiles. I'd go for temporary incapacitation myself... Incapacitation <I'll code for my robots to recover after a bit> and scaling damage! And thanks Sunrise! Erm, Zombies 09 has the incapacitation, and DarkStorm has the grenade and emp field effect, I'll just leave you three alone, and this thing over here, it is not a camera, and if it were, it is definitely not on, nor does it have batteries or recording space or a memory card.
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Fri Oct 02, 2009 5:52 am |
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mycale
Joined: Tue Sep 29, 2009 5:15 pm Posts: 15
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
If I do the stuff with the activities.ini, I get an error message, even though I commented and uncommented as instructed:
"Abortion in file .\System\Reader.cpp, line 531, because:
Referring to an instance ('DSO3 Blade Digger') to copy from that hasn't been defined! in DSTech.rte/Activities.ini at line 75"
Does anyone know what that means?
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Sat Oct 03, 2009 12:43 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: [WIP] DSTech Corp (UPDATED: 5/22/09)
Yes, it means that it is looking for a particular PresetName that does not exist. My guess is DSMK2 did not update his Activities last time he changed around the PresetNames of his mod.
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Sat Oct 03, 2009 2:12 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
He explicitly wrote not working above it, though if anyone wanted a new activities cooking up I'm sure I could, that is if DSMK2 is ok with it and dosen't want to do it himself.
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Sat Oct 03, 2009 2:23 pm |
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