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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: XtremeBlocks - Indestructible
I would love to see someone make something that could stand up to a ypsilon. Really, I would. Considering how many 9s numgun tossed onto sharpness, it's no doubt it would shred ANYTHING made of test, much like the enforcer blocks. Until then, I think I'll stick with the enforcer blocks for the time being. Pretty good for a first mod.
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Wed Jan 28, 2009 1:55 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: XtremeBlocks - Indestructible
Not indestructible, but close enough. Neat mod.
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Wed Jan 28, 2009 3:36 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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XtremeBlocks - NEARLYIndestructible
I think the max Structural Integrity you can have is "1000000000" or a one with nine zeroes.
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Wed Jan 28, 2009 4:20 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: XtremeBlocks - Indestructible
Not indestructible enough, just a very strong material. I'm guessing for true invincibility... Make the block into a pinned MOSRotating... I'm thinking this because of the control chip, an item I can't kill even with the gun seen above.
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Wed Jan 28, 2009 4:45 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: XtremeBlocks - Indestructible
I saw the thread where you requested a material stronger that test, is this the result?
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Wed Jan 28, 2009 6:31 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: XtremeBlocks - Indestructible
DSMK2 wrote: Not indestructible enough, just a very strong material. I'm guessing for true invincibility... Make the block into a pinned MOSRotating... I'm thinking this because of the control chip, an item I can't kill even with the gun seen above. Yeah... you can give an object un-wound-abilty, un-gib-by-impulse-ability... the only problem is that you could still overcome the pin strenth, I think. Making it really heavy might possibly help that by dampening forces applied to it.
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Wed Jan 28, 2009 7:37 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Solace wrote: DSMK2 wrote: Not indestructible enough, just a very strong material. I'm guessing for true invincibility... Make the block into a pinned MOSRotating... I'm thinking this because of the control chip, an item I can't kill even with the gun seen above. Yeah... you can give an object un-wound-abilty, un-gib-by-impulse-ability... the only problem is that you could still overcome the pin strenth, I think. Making it really heavy might possibly help that by dampening forces applied to it. Well, How would you do that. Since I just started working on mods. lol. Flammablezombie wrote: I saw the thread where you requested a material stronger that test, is this the result? Yes this is the result after digging and tweaking and finding commands. I'm a quick learner ain't I? PS. I got some more test pics I'll post up soon.
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Wed Jan 28, 2009 8:12 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: XtremeBlocks - Indestructible
Warboy wrote: Solace wrote: Yeah... you can give an object un-wound-abilty, un-gib-by-impulse-ability... the only problem is that you could still overcome the pin strenth, I think. Making it really heavy might possibly help that by dampening forces applied to it. Well, How would you do that. Since I just started working on mods. lol. Make a fresh MOSRot and leave out the lines "GibImpulseLimit = X" and "GibWoundLimit = X". Then add a pinstrength of something ridiculous. Example below, replace a * with a tab. AddAmmo = MOSRotating *PresetName = Nigh Indestructible MOSRot *Mass = 1000 *Sharpness = 0 *PinStrength = 1000000000//Might be too big, you'll have to try it out *HitsMOs = 1 *GetsHitByMOs = 1 *SpriteFile = ContentFile **FilePath = Base.rte/Devices/BigBall.bmp *FrameCount = 1 *SpriteOffset = Vector **X = -16 **Y = -16 *AtomGroup = AtomGroup **AutoGenerate = 1 **Material = Material ***CopyOf = Test//Replace with your uber material **Resolution = 1 **Depth = 0 *DeepGroup = AtomGroup **AutoGenerate = 1 **Material = Material ***CopyOf = Test//Again, replace with teh uber **Resolution = 1 **Depth = 1 *DeepCheck = 0
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Wed Jan 28, 2009 8:29 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Duh102 wrote: Warboy wrote: Solace wrote: Yeah... you can give an object un-wound-abilty, un-gib-by-impulse-ability... the only problem is that you could still overcome the pin strenth, I think. Making it really heavy might possibly help that by dampening forces applied to it. Well, How would you do that. Since I just started working on mods. lol. Make a fresh MOSRot and leave out the lines "GibImpulseLimit = X" and "GibWoundLimit = X". Then add a pinstrength of something ridiculous. Example below, replace a * with a tab. AddAmmo = MOSRotating *PresetName = Nigh Indestructible MOSRot *Mass = 1000 *Sharpness = 0 *PinStrength = 1000000000//Might be too big, you'll have to try it out *HitsMOs = 1 *GetsHitByMOs = 1 *SpriteFile = ContentFile **FilePath = Base.rte/Devices/BigBall.bmp *FrameCount = 1 *SpriteOffset = Vector **X = -16 **Y = -16 *AtomGroup = AtomGroup **AutoGenerate = 1 **Material = Material ***CopyOf = Test//Replace with your uber material **Resolution = 1 **Depth = 0 *DeepGroup = AtomGroup **AutoGenerate = 1 **Material = Material ***CopyOf = Test//Again, replace with teh uber **Resolution = 1 **Depth = 1 *DeepCheck = 0
Okay I'll try that.
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Wed Jan 28, 2009 8:55 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: XtremeBlocks - Indestructible
Tab line 37.
Edit: This usually happens a lot in coding, check lines before the line in which the compiler says there's a problem.
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Wed Jan 28, 2009 8:58 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
DSMK2 wrote: Tab line 37.
Edit: This usually happens a lot in coding, check lines before the line in which the compiler says there's a problem. Yea I got it. I just noticed that as soon as I posted. Anyways. What does this code do? Because I don't notice it being any stronger.
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Wed Jan 28, 2009 9:11 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: XtremeBlocks - Indestructible
Do this. Do the zombie mission, or at skirmish, place a chip case and try to kill the chip with everything you got. You'll get the idea. Strong materials don't always mean invincible.
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Wed Jan 28, 2009 9:15 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: XtremeBlocks - Indestructible
If you make the blocks into doors with no wounds, I can guarantee nothing will break them, but they won't stop things that go right through them. Speaking of which, the zombie mission chip should have no wounds.
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Wed Jan 28, 2009 9:18 pm |
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Skiv
Joined: Sat Mar 03, 2007 11:20 pm Posts: 789 Location: Location: Location
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Re: XtremeBlocks - Indestructible
i dont know why that didnt stop it, but DS Incredible cannon or something DSXXJUGMENT i think, is too strong for your indestructible blocks >_>
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Wed Jan 28, 2009 9:24 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Sorta hard to make it resist particle beam style of bombs/weapons. Such Tek Nuke B, DSXX Judgement, Planet Killer, Ypzilon.
It does just fine against normal bombs and normal weapons. If only I could give the blocks some type of regen ability so they can repair themselves faster then the damage of the particle beams.
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Wed Jan 28, 2009 9:30 pm |
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