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 [WIP] DSTech Corp (UPDATED: 5/22/09) 
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Joined: Mon Jun 01, 2009 6:14 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Ragdollmaster wrote:
Yeah, I think there's some cones in this fudging planet destroyer class robot you flailed around in our faces and never worked on :<

[img]omgwth_huge_robot_pic[/img]


:shock:

Um... DSMK2, does it happen to have an option to mount a terrain wiping beam that can annihilate the landscape, peel open bunkers, and vacuum in gold at the same time? :twisted:

On a side note, nice looking turret.
If it gets added in, how big will it be in game? Comparable to the other big DSTech turrets?

Also, I think one of my previous questions got missed, since you ninja'd one of my post edits. (I need to type faster at times...)

Any chance of a new type of DSTech digger that is more friendly for digging up loot (and slightly buried robots) that have gotten buried under debris and such, without accidentally eating through a large amount of concrete or metal walls (or nearby allies or potential loot) with a wrong move of the mouse?
The base cleaners are handy, but those don't help much with what's going on outside of/away from a base.


Sun Oct 04, 2009 10:02 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
More like annihilate the landscape and make a neat hole in bunkers. And the turret you see there is actual size, as always.

I'm not so sure about including a light digger into my faction, though.


Sun Oct 04, 2009 3:42 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Samohan25 wrote:
Here it is, wasn't sure about the depreciated weapons or the drop pods but it all should work now. Changed some things around but there are no energy weapons on these activities.


Thanks a lot! It loads fine now. Strangely, when I comment out the Activities.ini in base.rte and uncomment the .ini in the index.ini in dstech as described, I only get to fight coalition as usual.

Do you know, maybe, what might be the problem?


Sun Oct 04, 2009 4:11 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Do you have Unitec?


Sun Oct 04, 2009 4:14 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
mycale wrote:
Samohan25 wrote:
Here it is, wasn't sure about the depreciated weapons or the drop pods but it all should work now. Changed some things around but there are no energy weapons on these activities.


Thanks a lot! It loads fine now. Strangely, when I comment out the Activities.ini in base.rte and uncomment the .ini in the index.ini in dstech as described, I only get to fight coalition as usual.

Do you know, maybe, what might be the problem?


You need to disable the skirmish activities in the missions.rte as well.


Sun Oct 04, 2009 4:37 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
mycale wrote:
Samohan25 wrote:
Here it is, wasn't sure about the depreciated weapons or the drop pods but it all should work now. Changed some things around but there are no energy weapons on these activities.


Thanks a lot! It loads fine now. Strangely, when I comment out the Activities.ini in base.rte and uncomment the .ini in the index.ini in dstech as described, I only get to fight coalition as usual.

Do you know, maybe, what might be the problem?


You need to disable the skirmish activities in the missions.rte as well.


Fantastic! It works now. Yaay, thanks!


Sun Oct 04, 2009 4:56 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I can't believe so many people forgot about the Tyrant :P Well, I 'spose there's a few new people who never even knew about it, but c'mon guys, was it that much of a shock to see the thing? I feel as if I've incited a revolution of sorts.

But at least DSMK2 is working on it <3


Sun Oct 04, 2009 5:05 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
Hyperkultra wrote:
Ragdollmaster wrote:
Yeah, I think there's some cones in this fudging planet destroyer class robot you flailed around in our faces and never worked on :<


Oh Christ yes.
Is its arm both a railgun and a chaingun, or is that merely a wuss cannon?


Gah, I've been flailing it around a long time ago. Its a Cannon <think pinball>, vulcan, and missile launcher.

Should the feet be stationary?


Make an LUA based selective fire button for switching between the three firing modes preez.


Sun Oct 04, 2009 5:22 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
DSMK2 wrote:
I'm not so sure about including a light digger into my faction, though.

It doesn't have to be 'light' (except maybe in terms of weight)

Then how about a terrain eating digger that doesn't eat actors or weapons, just terrain?
Perhaps only be slowed down by metal a little bit, mainly to prevent accidental back doors being made into the base while cleaning debris off of loot and clearing line of sight for long range units in entrenched positions.
Or just a variant of the Blade Digger that cannot damage actors and whatnot. Basically a smart digger that knows not to damage potential loot or allies (and unfortunately enemies also...)

As is, the only thing that seems to fit the bill in any way is... from the AAL mod... :oops:

It makes me wonder if it would be possible to make a 'smart' digger that won't damage friendly actors, or weapons/items that are just laying on the ground, yet will still eat through enemy actors and terrain with ease. It would be handy for cleaning the front porch of the base, mowing down debris piles and the enemy hiding behind said debris piles, then picking up the intact loot left behind.
Reduce (the enemy to pieces), Reuse (the enemy's stuff), Recycle (anything leftover that is not needed to get extra funds).
Let's think about and save the planet (before we strip mine it and leave it a burned out and partly glassed husk and wasted graveyard of defeated foes that is one big dead ball of dirt and rock floating in space)

Or something like that...

If not... which variable(s) do I change so the DSTech Blade Digger won't hit actors and such?
Is it the 'HitsMOs' under the 'AddEffect = MOPixel' entry at the top of the file?


Sun Oct 04, 2009 7:23 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
rditto48801 wrote:
Is it the 'HitsMOs' under the 'AddEffect = MOPixel' entry at the top of the file?

Yes. You can do friendly-fire diggers, but it would require Lua and with the amount of particles that diggers spit out, it could possibly be laggy.


Sun Oct 04, 2009 7:25 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Duh102 wrote:
rditto48801 wrote:
Is it the 'HitsMOs' under the 'AddEffect = MOPixel' entry at the top of the file?

Yes. You can do friendly-fire diggers, but it would require Lua and with the amount of particles that diggers spit out, it could possibly be laggy.


Would a digger with small clips, but short reload, and kills terrain like when you drop the AAL Anti-mass/Mass 'bombs' work? That would reduce particle count, keep the digging aspect, and along with the terrain-eating bubble, some enemy-only harming particles.
Make it out like blue energy explosions and it might fit with DS Tech.


Sun Oct 04, 2009 9:04 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
You basically described the AAL digger. The ammo stuff is probably different, but IIRC, that's how it digs.


Sun Oct 04, 2009 9:19 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Bah busy with school work, and hampered by procrastination, though I did work on it a bit. Here have some basic doors <for some reason the door parts like to dislodge when a heavy object decides to sit on it>.

Image
Image
Image

And in other news, I'm noticing a great lot of weapon designs are no longer agreeing with me, and the current turrets are seriously pissing me off, gotta edit them for more lighter roles. Then theirs the revised Oculus type to work on... Gotta remake the Basis before I can actually make the actor... And I foresee myself asking other modders for permission...

As well, should I edit the command vault so that it's "rear" end fits in more with the rest of the bunker pieces?


Sat Oct 10, 2009 6:52 am
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Not to be a ♥♥♥♥ or anything, but the bunkers look very graphically confusing and are a bit headache inducing.


Sat Oct 10, 2009 1:08 pm
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Post Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
p3lb0x wrote:
Not to be a walrus or anything, but the bunkers look very graphically confusing and are a bit headache inducing.

Agreed.
First time using them, it got a bit confusing with what was foreground/background.
The bunkers are beautifully done, but the detail on the background may be intricate, but it is a tad too much.

And, you said about the turrets.
When I used them, the little orb-topped turrets were nigh-on invincible. Bullets bounced off the top, and only a small chip of the base could be harmed.
And, when an impact hit the orb, it broke, and the base became completely invincible, and completely useless as anything other than a distracing device.


Sat Oct 10, 2009 1:24 pm
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