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 First Mod: CopperHead faction (WIP) !!!UPDATE 1!!! 
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Joined: Thu May 15, 2008 11:40 am
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Post Re: First Mod: CopperHead faction (WIP)
Best first mod ive ever seen, will dl and further comment when i get home

EDIT: Just DLed and tested it. Judging by your work here and the comments you made, you are definitely not 100% rookie so I'll cut to the chase.

Sprites are awesome, actors and weapons. They just do. Nothing more to say about this.

Very in depth theory for the weapons, I like it. Of course, it would be easier to make the weapons first and create theories based on the in-game effects instead of the other way round, especially when you are still not that experienced with weapons. But hey, the sprites are good and it definitely deserves support.

Now about the actual functioning of the weapons: Your weapons share the same/similar effects. Yes, because they are the same type of weapon, but more colors and bullet sizes won't hurt, oh, and they need glow. Also, needs more/better sound effects, getting bored with the coalition flame thrower sfx(honestly that's a really bad sfx for a flamethrower too). Go check out the Tek Troopers coz they have some weapons that function similar to yours, as an example for effects and sounds.


Fri May 29, 2009 4:12 am
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Post Re: First Mod: CopperHead faction (WIP)
i realy liked it!
but i realy would like to see the pulse rifle firing a single bullet.
and make a shotgun out of your current pulse rifle.


Fri May 29, 2009 8:22 am
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Post Re: First Mod: CopperHead faction (WIP)
Subject: First Mod: CopperHead faction (WIP)

Invalidator wrote:
@Miles_T3hR4t - Yeah, I know the black armored navy seal masked actors are kinda old. I'm trying to think of a way to really distinguish them, but I haven't had any inspiration yet. The troops are supposed to be more special-ops-ish, so I went with the face mask. I'll keep playing with their sprites to see if I get something a little more unique that still looks good.

Yeah, the burst ammo is pretty hard to balance. I personally like the way the Thunder handles, just because it's inaccurate and slow, it sort of counterbalances the power. Still needs tweaks though.

About the streams: The idea is that it's actually firing partially melted metals along with hot gasses, thus leading to a spreadfire effect. I'm actually thinking about renaming the Pulse Rifle to just "Spreadfire" It doesn't seem to work so well with the PSMG though. I need an idea to make that gun more interesting and unique. For now it'll just be a smaller faster Pulse Rifle.

The Saw gun has given me more trouble than any other. I want it to fire an emitter that emits tightly packed particles that cut through actors at a decent rate, and very slowly eat terrain. But, I can't seem to get it to reliably bounce, sometimes it just disappears. *shrug* it's just a matter of playing with it.

The Grenade is mostly just a straight mod off of the Frag Grenade. I haven't decided yet what it should actually do, so for now it's just a boring 'nade.

As for the Omega Cannon, it definitely needs a lot of work.
After thinking about it, I might change it to firing a slow moving wave of glowing explosives that spreads out as it progresses. Single shot, long reload, but guaranteed destruction on whatever it sets down on. I think I'm going to move the death-hose effect (albeit toned down a lot) to another gun.


The problem with covert ops, is that in this game it doesn't work. there is no way to do stealth against the AI, and if you added camo, you wouldn't be able to see your own guys. your's do look very nice, and its nice to see that its not just black and blue again like virtually every stealth mod I've ever seen. The only thing about the weakest one I don't like is really his head. that and the fact that its just another stealth mod purely because we've had like 6 other stealth mods and they've all sucked. this one actually doesn't suck. its mostly the head, and some details. there well made but plain. stealth is supposed to be plain so its a bit hypocritical to say it. Surely this is some kind of paradox.

as for your guns, while its a nice idea, have you ever heard of a gun that shoots molten shrapnel? even in a sci-fi setting? I haven't. It wouldn't be effective. its an original idea, i'll give you that, but in CC it doesn't work well because more bullets = less shots required to meet an objects GibWoundLimit. Shotguns get multiple shots because there supposed to do that. Grenade's have multiple particles, acid technically, and lasers. anything that does massive, or continuous damage. If your guns where shotguns or something I suppose it would be more reasonable to me. The other thing is the bright white ammo and the dark black actors and guns. that doesn't really work.

If you want the ammo to be molten metal, make it look like molten metal. look up pictures of inside a metal foundry. Most metals glow a red/orange color maybe yellow (at least that we use for bullets or guns), but certainly not a white/blue color. another problem with the entire molten metal bullets thing I see is a total lack of penetration power. they could never kill crafts or doors, and probably not dreadnoughts.

As for the explosive guns, well... its rapid fire explosions. I can't really think of a way to balance that in any way shape or form.

Now as for the saw, for the particles that wound, look at the laser rifle in base.rte, that thing shreds actors in 1 second flat. copy the ammo and use those as the emitted particle and tweak it, because it already can't to much to the map. as for making the ball/saw thing bounce, thats mostly in the material, mass, Air Resistance, and RestThreshold. Oh, and the shape of the object. Unfortunately I can't figure out how to make things bounce. I just make them sink.


Fri May 29, 2009 8:44 am
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Post Re: First Mod: CopperHead faction (WIP)
Invalidator wrote:
@dapaperboy - What else did I submit? I don't remember putting anything else up.

He means your mod is too good to be like a first mod, because these forums believe most First Mods are Craptastic.


Fri May 29, 2009 12:16 pm
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Post Re: First Mod: CopperHead faction (WIP)
Miles_T3hR4t wrote:

as for your guns, while its a nice idea, have you ever heard of a gun that shoots molten shrapnel?

Mass effect.


Fri May 29, 2009 12:42 pm
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Post Re: First Mod: CopperHead faction (WIP)
Flak Cannon (from UT)


Fri May 29, 2009 1:42 pm
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Post Re: First Mod: CopperHead faction (WIP)
Miles_T3hR4t wrote:

as for your guns, while its a nice idea, have you ever heard of a gun that shoots molten shrapnel?

Arthur C Clarke's novel Earthlight has a large anti-spaceship weapon that shoots molten spears of metal. DARPA is currently playing with this idea with a weapon they call MAHEM, http://www.darpa.mil/TTO/programs/mahem.htm.

If we look at the less fancifully and theoretical we have current modern weapons that form a jet of metal using the Munroe effect used in weapons such as High explosive anti-tank (HEAT) warheads, shaped charges, and Explosively formed penetrator found in IEDs. This is not quite the same idea as the CopperHead guns, but close enough that we can suspend our disbelief for an unrealistic scifi game.


Fri May 29, 2009 3:03 pm
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Post Re: First Mod: CopperHead faction (WIP)
Also, it's something not done that often. Thus I thought it would be a cool idea.

Although copper doesn't technically burn (it melts), copper compounds like copper chloride burn blue-green, thus why I'm choosing a greenish-blue template.

It's not stealth, it's special ops themed. I guess it's a fine line, but it's not supposed to be stealth based. That would require boatloads of lua. I envisioned the faction to be less of a "Here are 5000 troops with big guns, do what we say" and more of a "We have a squad of three guys that could kill you wherever you sleep".

However, the base head sprite is a little bland.

I never thought that the material might be causing the weirdness with the Saw! That might be the root of my problems


Fri May 29, 2009 3:06 pm
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Post Re: First Mod: CopperHead faction (WIP)
Please Please Please, make a dropship or rocket of the copperheads.
I can't stand it missing a craft.


Fri May 29, 2009 4:04 pm
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Post Re: First Mod: CopperHead faction (WIP)
I'm working on one, which should be done within a few days at the most. It's going to be an orbital drop pod type thingy. But, it'll be able to go back into space, I hope!


Fri May 29, 2009 4:12 pm
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Post Re: First Mod: CopperHead faction (WIP)
for the invincibility thing...
i saw another mod with an actor than can get invincible...
maybe you can ask him to give you the code to use it...
also a craft would be nice as havoc stated.


Fri May 29, 2009 6:55 pm
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Post Re: First Mod: CopperHead faction (WIP)
Invalidator wrote:
I'm working on one, which should be done within a few days at the most. It's going to be an orbital drop pod type thingy. But, it'll be able to go back into space, I hope!

You should make it beam back up, it could be done with some simple lua (you could ask whitty or someone to help you with that if you don't want to do it yourself).


Fri May 29, 2009 9:26 pm
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Post Re: First Mod: CopperHead faction (WIP)
Kilgannon wrote:
Invalidator wrote:
I'm working on one, which should be done within a few days at the most. It's going to be an orbital drop pod type thingy. But, it'll be able to go back into space, I hope!

You should make it beam back up, it could be done with some simple lua (you could ask whitty or someone to help you with that if you don't want to do it yourself).

Im going with daman, Lord Tim, TLB, Darlos, or Capnbubs. They know a buch about lua, but some will probably never reply to PM's :) You should probably ask for help though, not for them to do your work for them. This will allow you to actually learn lua :D


Fri May 29, 2009 9:31 pm
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Post Re: First Mod: CopperHead faction (WIP)
How to make an object bounce on terrain?


Fri May 29, 2009 9:51 pm
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Post Re: First Mod: CopperHead faction (WIP)
Awesome mod, i like it a lot :)

1 little thing though, is the basic infantry seems to be leaning back uncomfortably - not such a big problem cuz i hardly notice it with the other 2 actors, but yeah, overall, excellent


Fri May 29, 2009 10:38 pm
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