Cauterizer - Medical Flamethrower
Author |
Message |
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: Cauterizer - Medical Flamethrower
alaifain wrote: Yay! Azukkis modding again! Oh I'm always modding. Just, rarely releasing stuff, since most of it ends up lumped with Shadow Echelon, which never ends up fully polished and ready for release by my standards. You can see a bunch of that stuff in the epic moments thread. I was just playing experimenting with fire, and thickened gasoline, and the idea hit me... Actually, it stuck to me. A bit got on my thumb, and as I scrambled to put it out, I realized that the cauterizer needs to have sticky napalm fuel. Whooshing through people won't do, it needs to set them ablaze!
Last edited by Azukki on Mon Oct 11, 2010 2:32 pm, edited 1 time in total.
|
Wed May 20, 2009 12:56 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Cauterizer - Medical Flamethrower
Azukki wrote: alaifain wrote: Yay! Azukkis modding again! Oh I'm always modding. Just, rarely releasing stuff, since most of it ends up lumped with Shadow Echelon, which never ends up fully polished and ready for release by my standards. You can see a bunch of that stuff in the epic moments thread. I was just playing experimenting with fire, and thickened gasoline, [sticky, semblance to napalm] to learn a little from experience. I got a bit too much experience there. A bit got on my thumb, and that got me the idea I was looking for. Flamethrowers shouldn't just whoosh into people! That's incredibly lame! They need to light them on fire! I also learned that fire axes coated with napalm[ish stuff] are pretty cool, so maybe I'll make one of those for a cauterizer operator to use as secondary weapon, after I get the cauterizer lighting people on fire. Then use a distance trigger to make the fire particles to fwoosh, making it look like the thing is on fire, and that some of the fire missed. ( Dist Trig > The Fire get close to Enemy > Emitter is Spawned > Upward Fwoosh > Successful Fwoosh Effect? > Fire continues to Fwoosh others )
|
Wed May 20, 2009 1:28 am |
|
|
Zerevor
Joined: Sun Mar 29, 2009 7:51 pm Posts: 38
|
Re: Cauterizer - Medical Flamethrower
Failed to load datafile object with the following path and name:
Coalition.rte/Actors/Medic Drone/HealEffect
|
Wed May 20, 2009 1:42 am |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: Cauterizer - Medical Flamethrower
Foa wrote: Then use a distance trigger to make the fire particles to fwoosh, making it look like the thing is on fire, and that some of the fire missed. ( Dist Trig > The Fire get close to Enemy > Emitter is Spawned > Upward Fwoosh > Successful Fwoosh Effect? > Fire continues to Fwoosh others ) No, I meant lasting burning on targets. I think what I'll do is, instead of having the green cross heal, it makes an emitter be spawned at the target's position, and move to its position every frame. Then that emitter has Lua to heal the actor at a rate [or maybe for a period of time?] determined similarly to how the simple healing does right now. In effect, you ignite him, and he can run off, still burning, and still gaining health. But he would be gaining more if you burned him more, globbing more napalm on him.
|
Wed May 20, 2009 2:37 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Cauterizer - Medical Flamethrower
Azukki wrote: Foa wrote: Then use a distance trigger to make the fire particles to fwoosh, making it look like the thing is on fire, and that some of the fire missed. ( Dist Trig > The Fire get close to Enemy > Emitter is Spawned > Upward Fwoosh > Successful Fwoosh Effect? > Fire continues to Fwoosh others ) No, I meant lasting burning on targets. I think what I'll do is, instead of having the green cross heal, it makes an emitter be spawned at the target's position, and move to its position every frame. Then that emitter has Lua to heal the actor at a rate [or maybe for a period of time?] determined similarly to how the simple healing does right now. In effect, you ignite him, and he can run off, still burning, and still gaining health. But he would be gaining more if you burned him more, globbing more napalm on him. Hmm, you may need to spawn a MosParticle with an attached emitter, and then have it attach to the actor...
|
Wed May 20, 2009 2:41 am |
|
|
Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
|
Re: Cauterizer - Medical Flamethrower
So how consistent is this gun? If it works 100% of the time, I <3.
|
Wed May 20, 2009 3:10 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Cauterizer - Medical Flamethrower
Contrary wrote: So how consistent is this gun? If it works 100% of the time, I <3. Just spray at the target, for the best results, apply to the core of the unit. If you are skilled enough, you can actually heal a follow/enemy from zero health to one hundred health, but due to shock, they'll soon die anyways. To apply to yourself, aim at the floor.
|
Wed May 20, 2009 3:57 am |
|
|
Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
|
Re: Cauterizer - Medical Flamethrower
So it's not glitchy like the patchless medic bots?
|
Wed May 20, 2009 3:59 am |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Cauterizer - Medical Flamethrower
Contrary wrote: So it's not glitchy like the patchless medic bots? No glitches, the only string is that there is an accuracy bonus, so aim to heal faster.
|
Wed May 20, 2009 4:03 am |
|
|
zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
|
Re: Cauterizer - Medical Flamethrower
After testing and using, I find this mod to be very professional, both in function and looks.
A+
|
Wed May 20, 2009 4:36 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Cauterizer - Medical Flamethrower
For better accuacy bonus, check if the parent actor is in the sharp aim controller mode.
|
Wed May 20, 2009 4:42 am |
|
|
SpacePope
Joined: Sat May 24, 2008 5:10 am Posts: 167 Location: In Belgium!!!!
|
Re: Cauterizer - Medical Flamethrower
Team fortress command. Awesome idea!
|
Wed May 20, 2009 5:34 pm |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: Cauterizer - Medical Flamethrower
Contrary wrote: So it's not glitchy like the patchless medic bots? Well, the script is based off of the TLB's medic drone fix. And it's applied to each particle. As you can see in the .gif, there is some inconsistency, [like how it stopped at 45 hp for a bit] but one magazine just about always will heal the target back to 100%. Any extra left for healing another or yourself can just be seen as a bonus. zalo wrote: After testing and using, I find this mod to be very professional, both in function and looks.
A+ Thank you. SpacePope wrote: Team fortress command. Awesome idea! Ehh, heal guns aren't just a tf2 thing, and this one doesn't have a particular semblance to tf2's. I was thinking about making a guided curvy beam healgun, like UT3's healer thing, but I decided on the flamer style instead.
|
Wed May 20, 2009 5:55 pm |
|
|
SpacePope
Joined: Sat May 24, 2008 5:10 am Posts: 167 Location: In Belgium!!!!
|
Re: Cauterizer - Medical Flamethrower
Well,it's still awesomely awesome.
|
Wed May 20, 2009 9:20 pm |
|
|
Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
|
Re: Cauterizer - Medical Flamethrower
Contrary wrote: So it's not glitchy like the patchless medic bots? What's glitchy about the medic bot? And I really like this, I hope you can work out how to make it set people alight, that would be worthily epic.
|
Fri May 22, 2009 12:23 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|