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 [B23]Bear Federation Mod: Reboot 
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Joined: Mon Jun 04, 2007 5:55 am
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Post Re: Bear Federation Mod: Reboot
The Decaying Soldat wrote:
I want more weight too, AND a thruster to get out of sticky situations (tank got tilted in a way which render its walkpath ineffective).


if you take a tank, and place it on end, or upside down, in real life, it can't flip itself right side up, so neither should this, I like the fact that it can get stuck, it makes it harder, and more real. granted sending it flipping around the map by shooting it is kinda weird and it should be heavier, but then it would eat through the ground. maybe make it heavier and change the globalscalar so it is really hard to move but doesn't eat the ground? or possibly give it air resistance or something....



either way, I'm still using ivan's original because I've found no major problems with it. yes, my tanks can get stuck. but you know what, the AI's can to, and I've got better aim, so i'm fine with that. also I hate brain units, so i'm not worried about a hero mech. that sort of thing is only good for missions, and unless you make a few bear-faction missions that use that hero mech INSTEAD of a brain, AND it defeats you when he dies AND you make it so he can't buy anything (no gold) then I might DL the new one.


Mon Jan 12, 2009 5:17 pm
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Post Re: Bear Federation Mod: Reboot
The new Mech unit should not have 150% health. This affects purchasing price for the unit.

Also, the inclusion of the second flamethrower gun weighs down the unit a lot.

I'm not really a fan of the prescripted guns, but it works.


Mon Jan 12, 2009 6:14 pm
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Post Re: Bear Federation Mod: Reboot
numgun wrote:
Please make the bear wield a large chainsaw and an rocket propelled chainsaw launcher. I suggested that to Ivan a while ago, but he though it was ridiculous. : <


sorry but i think than it is a baaad idea(the rocket propelled chainsaw launcher)...
the large chainsaw on the other hand...
not bad...
not bad at all...

@AaronLee
can you make a tank with a mahine gun???
and a brain maybe...


Mon Jan 12, 2009 6:42 pm
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Post Re: Bear Federation Mod: Reboot
Am I the only having problems with AK-101 and PPC-3? O_o They seem to throw me around like a ragdoll :s


Mon Jan 12, 2009 8:06 pm
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Post Re: Bear Federation Mod: Reboot
TeeKoo wrote:
Am I the only having problems with AK-101 and PPC-3? O_o They seem to throw me around like a ragdoll :s

Then you're not as badass as a Bear Federation soldier.


Mon Jan 12, 2009 11:35 pm
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Post Re: Bear Federation Mod: Reboot
He means that you were probably using an actor that was too light, use a heavier soldier or try using Numgun's Extramass...


Mon Jan 12, 2009 11:36 pm
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Post Re: Bear Federation Mod: Reboot
Miles_T3hR4t wrote:
granted sending it flipping around the map by shooting it is kinda weird and it should be heavier, but then it would eat through the ground. maybe make it heavier and change the globalscalar so it is really hard to move but doesn't eat the ground? or possibly give it air resistance or something....

i agreed with your first part, but the section quoted makes me wonder why you're still posting like you know how to mod CC. both of those ideas are stupid or wouldnt work. or both.
to make it not get pelted around, look at the dreadnought code. that thing is HEAVY, and ohmygod, doesnt flip when under fire. yes please :)


Tue Jan 13, 2009 1:15 am
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Post Re: Bear Federation Mod: Reboot
Geti wrote:
Miles_T3hR4t wrote:
granted sending it flipping around the map by shooting it is kinda weird and it should be heavier, but then it would eat through the ground. maybe make it heavier and change the globalscalar so it is really hard to move but doesn't eat the ground? or possibly give it air resistance or something....

i agreed with your first part, but the section quoted makes me wonder why you're still posting like you know how to mod CC. both of those ideas are stupid or wouldnt work. or both.
to make it not get pelted around, look at the dreadnought code. that thing is HEAVY, and ohmygod, doesnt flip when under fire. yes please :)


actually,

An object of 10 mass gets hit by an object of 0.1 mass and moves X distance

lets say now an object of 100 mass gets hit by an object of 0.1 mass, it moves y

both math and science for a fact say that y = 10% of X


This is provable in CC. if you adjust the globalaccscalar so that the object is lighter, that object doesn't have ANY less mass, it is STILL just as hard for it to be pushed in a collision, the ONLY thing this effects is how it is effected by GRAVITY, and gravity alone. after all globalaccscalar 0.27~ is moon physics and 0.0 is zero G, and objects will still require an amount of force to move.




I'll even prove this fact. Make 2 MOSRotatings

make them both have HitsMos = 1 and GetsHitMos = 1
Make them BOTH globalaccscalar = 0

set the first one to mass 1 and the second to mass 100.

add them to a group for the buy menu and start a skirmish

Place one of each and 1 guy with an AK-47

Start shooting them. notice the one of mass = 1 goes drifting off into the distance while the 100 mass one just kinda goes 'i.... dont feel like it....' and sits there maybe getting nudged over a pixel or 2.



I did this when I made my deployable cover. I tried making them stay still by getting rid of gravity. didn't work because it still had mass and bullets would push it.... then I found pin strength in doors and found out it works on every MOSR.



Yes, making the tanks have 500% there mass and globalaccscalar of 0.2 WOULD stop them from fliping.
Yes this WOULD stop them from eating the terrain
YES THIS MEANS THEY'D FALL LIKE THERE ON THE MOON AND THIS IS THE FLAW IN MY ARGUMENT.


But I think My argument is still valid if a bit weird.



Also don't say I dont know how to mod, I've made 8 working guns including one thats really complex, which all had proper offsets, custom sprites and most had custom sounds, AND i've made 2 actors with custom sprites and attachables, custom jetpacks, 2 custom grenades one of which had 24 unique gibs all MOSRs with unique sprites, and complex deployable cover consisting of a pinned object with 7 attachable MOSRs.
and i'm getting better every day.


Tue Jan 13, 2009 3:06 am
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Post Re: Bear Federation Mod: Reboot
Leonidas wrote:
The new Mech unit should not have 150% health. This affects purchasing price for the unit.

Also, the inclusion of the second flamethrower gun weighs down the unit a lot.

I'm not really a fan of the prescripted guns, but it works.

The hero mech was made by ivan, he never updated the OP. ( so the newer the posts, have the newer versions. )


Tue Jan 13, 2009 3:11 am
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Post Re: Bear Federation Mod: Reboot
Foa wrote:
Leonidas wrote:
The new Mech unit should not have 150% health. This affects purchasing price for the unit.

Also, the inclusion of the second flamethrower gun weighs down the unit a lot.

I'm not really a fan of the prescripted guns, but it works.

The hero mech was made by ivan, he never updated the OP. ( so the newer the posts, have the newer versions. )


the hero mech isn't on the first post of his thread. thats the version I have, 2 mechs, 1 tank, no mech that counts as a brain, they all have 100 health. unless it changed since I DLed.


Also did anyone try the activities I made?


Tue Jan 13, 2009 3:41 am
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Post Re: Bear Federation Mod: Reboot
1/6 = .27? Coulda sworn it was .16, Miles.

But I suppose if you wanna keep acting smart you can. Just, uh, try to take up less of the page when you do it, alright?


Tue Jan 13, 2009 3:48 am
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Post Re: Bear Federation Mod: Reboot
everyone is getting better every day. that doesnt mean we should have moon-tanks.
apologies for claiming you didnt know how to mod, blame pms or some ♥♥♥♥.
in any case, thats enough flame for us.

if the tank could be made heavier, that would be great.

@grif: smooth.


Tue Jan 13, 2009 3:49 am
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Post Re: Bear Federation Mod: Reboot
Grif wrote:
1/6 = .27? Coulda sworn it was .16, Miles.

But I suppose if you wanna keep acting smart you can. Just, uh, try to take up less of the page when you do it, alright?



I didn't do the math, and I didn't look it up, when I say moonphysics I just mean lower-than-earth. i'd still say theres moon physics on mars, which is what, 0.8 earths gravity or something? its still less than 1.0 so its moon physics. you didn't really have to be an ass and point out my mistake that way.



But anyway yes, lets stop the flaming. I'm not trying to but thats just how I come off sometimes.



also as for making the tanks heavier, we could also make them resist air. granted, this would also result in falling slower just like moon physics, but it also means it would not fly as far if launched, and would be harder to launch without messing with globalaccscalar or mass, unfortunately it might have trouble moving since that means it would require more work to move at all. air resistance would be buggy and not work well, but wouldn't be moonphysics. the ideal way to do this is to do both, make it heavier, change the globalaccscalar, and add a LITTLE air resistance, so that its not as moon-physics-like but still really hard to launch.


I'd even help test and edit it giving points of 'thats to much air resistance it can't go uphill anymore' and 'you gave it negative gravity and my tank is floating away, curse you' but like I said. I'm perfectly happy and content with my flippable happy tanks of boom and funny bouncy into walls madness. its either really intense and gritty with the explode and the turret flys off, or its really funny with flying tanks spinning about and glitching into walls. I'm actually happy with that. I actually can't think of a single mod that i've ever been 100% happy with. what Ivan posted did that, and I dont even care about updating it.


Tue Jan 13, 2009 4:03 am
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Post Re: Bear Federation Mod: Reboot
the ideal way to do it would actually just be to boost the mass up, as it would result in no gravity changes.


Tue Jan 13, 2009 4:06 am
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Post Re: Bear Federation Mod: Reboot
Geti wrote:
the ideal way to do it would actually just be to boost the mass up, as it would result in no gravity changes.


that doesnt work, as it is they eat debris, and even concrete. place some concrete and 'drive' back and forth.


It eats it away. if you make it heavier, without adjusting the globalaccscalar it would A) Sink into CONCRETE and dirt, and B) possibly get crushed by its own weight.

if you make it more massive, you have to reduce the effect of gravity on it, or it WILL damage the way it works, be it it will sink in dirt, it wont be able to move as fast (which its already slow as hell) and it might not be able to go uphill anymore at all. the ONLY advantage would be that if it fell from a few 'spaces' up it would A) gib on impact and B) tear into the terrain like dropping a sharp knife into sand blade first.


Trust me, I can count the number of things I can do well in CC on my hands (I can count in binary on which means i can count to 31 on my left hand, so lets say just on that hand, because theres fewer than 31 things I can do well) Messing with physics is one of them.

I know how mass, globalaccscalar, and that wind resistance variable that I always forget, all work. Physics sandboxes are my friend. thats how I made the devistator of my last mod work, massivly tweaking... mass.




The only difference is, while others make this an exact science, I make it art. then again, for me art and science can be the same thing because i'm crazy that way.


Tue Jan 13, 2009 4:16 am
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