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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: Experimental Dummy Vehicles
VEHICULAR MANSLAUGHTER!!! :E
Wow, this is soooo cool! The suspension really IS fantastic.
But I've found a bug: when a turret is shot off the armored car, you can shoot it anyway - bullets will fly out of the air in the spot where the turret was shot off.
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Wed Sep 16, 2009 5:55 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Experimental Dummy Vehicles
Yeah I'm thinking the Dummy APC looks the most promising out of the pack. Improve the sprites and focus on that one, IMO. Looks yummy.
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Wed Sep 16, 2009 5:56 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Experimental Dummy Vehicles
This. Is. Awesome. I am so totally keeping this in the mods folder forever and ever. I'm looking forward to seeing the above fixes, and anticipating some more missions. You might make the death of the tank a bit more substantial as well, it's a bit like a balloon popping right now.
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Wed Sep 16, 2009 6:03 pm |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Experimental Dummy Vehicles
soo cool, this reminds me of something the nostalgia critic said : Now your playing with vehicular manslaughter!
yeah yeah i know someone already said it but still!
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Wed Sep 16, 2009 9:35 pm |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: Experimental Dummy Vehicles
Whoa! Where did this come from?
The ground vehicle works so smoothly. I'm impressed! It works way better than the Humvee and doesn't bug out. And the lua code is written so beautifully. Where did you learn these lua tricks?
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Thu Sep 17, 2009 12:17 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Experimental Dummy Vehicles
Now THAT is the kind of thing we need in Official Content. As Darlos so elegantly put it: WHEELS!
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Thu Sep 17, 2009 1:16 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Experimental Dummy Vehicles
This is just simply sex-tastic maybe not offical content worthy just yet, but don't worry your pretty damn close. I expect to see many great things out of you Abdul Alhazred, many great things indeed, you have a future up "THERE" I just know it!
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Thu Sep 17, 2009 1:22 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Experimental Dummy Vehicles
Very nice, I love the car, but as usual with cars in CC, it climbs walls. This one also carves holes in the ground for it's wheels. Otherwise, I love it.
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Thu Sep 17, 2009 1:50 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: Experimental Dummy Vehicles
This a beautiful mod. Might I request a mobile artillery platform?
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Thu Sep 17, 2009 1:57 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Experimental Dummy Vehicles
I see what you did with the vehicles. Fake wheels, nice.
Should have thought of that...
EDIT: At the insanely high speeds that you have disabled, my humvee actually works out better.
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Thu Sep 17, 2009 5:10 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Experimental Dummy Vehicles
I'm thinking of using the wheel code for the zombies09 motorbike. It's really nice. Keep it up, good sir.
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Thu Sep 17, 2009 11:21 am |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
geti wrote: I'm thinking of using the wheel code for the zombies09 motorbike. It's really nice. Keep it up, good sir. Looking forward to seeing it in action. mail2345 wrote: At the insanely high speeds that you have disabled, my humvee actually works out better. I'm sure it does. I halved the speed of the armored car just before release because of all the problems high speeds caused. How did you do the Hummvee btw? GetAltitude? Arnkh wrote: But I've found a bug: when a turret is shot off the armored car, you can shoot it anyway - bullets will fly out of the air in the spot where the turret was shot off. Good catch. Added another if-statement for this but I'm not 100% sure it is solved. Kyred wrote: The ground vehicle works so smoothly. I'm impressed! It works way better than the Humvee and doesn't bug out. And the lua code is written so beautifully. Where did you learn these lua tricks? Here: http://love2d.org/3POK_PHALE wrote: This a beautiful mod. Might I request a mobile artillery platform? Artillery sounds like fun, but how do we solve the problem that we can not see what we are shooting at? How about a TOW-launcher? CrazyMLC wrote: Very nice, I love the car, but as usual with cars in CC, it climbs walls. This one also carves holes in the ground for it's wheels. Otherwise, I love it. CC is not designed for wheels so the armored car is just a long series of hacks to keep the vehicle moving and stopping the wheels from going into the ground. Unfortunately they still do that quite often, so the easiest workaround was to use the EraseFromTerrain function on the wheels every now and then. That is why they dig holes. PhantomAGN wrote: I'm looking forward to seeing the above fixes, and anticipating some more missions. You might make the death of the tank a bit more substantial as well, it's a bit like a balloon popping right now. I'm thinking about making another mission, but making them is really time consuming so it might be a wile. "like a balloon popping" is a very good description, fixing this right away. numgun wrote: That self-destruct bridge made me : C when I drove the APC near it. Pretty funny moment and well done. Using team work with the other vehicles is really fun. Like getting a DS pickup the APC to get it to the other side.
Also those SAM launchers are so effective that its just scary. No craft has gotten past it so far. It was pretty dramatic when I first started the mission and had a few dropships coming down to land when a few missiles instantly blew them up and I wasnt able to do anything about it. Thats great, exactly what I was hoping for. The SAMs where meant as an invisible wall to force the player to use the armored car.
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Thu Sep 17, 2009 11:28 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Experimental Dummy Vehicles
you might want to use moveoutofterrain rather than erasefromterrain. glad you approve of my use, though it wont happen for a few weeks, as im away. at the rate you work this should be fairly bugless by then. a TOW launcher would be good, we need to be able to cast trajectories - -;;
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Thu Sep 17, 2009 12:04 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: Experimental Dummy Vehicles
Geti wrote: you might want to use moveoutofterrain rather than erasefromterrain. Already tried it, but it never worked.
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Thu Sep 17, 2009 12:21 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Experimental Dummy Vehicles
Metal Meltdown wrote: Good Thor, man! Is there anything you *can't* do??? Also, testing nao. Either say Good God or By The Hand of Thor. Pick a religious outburst. That having been said, I guess these are kind of neat. They really aren't all that creative, and they look ♥♥♥♥ awful. More vehicles in the game is great, I suppose, but it would be nice if they were of higher visual quality.
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Thu Sep 17, 2009 4:00 pm |
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