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 Hammer R2 - 2010-03-18 
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Data Realms Elite
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Post Re: Hammer
Hyperkultra wrote:
Mind explaining the whole function of the emerald, because I've always treated it as a hunk of junk.

Wraith-like Emerald...

Depending on it's size, and how many you have, you are able to become wraith-like for a certain amount of time.
When wraith-like you phase through anything that you touch, or tries to touch you.

So, when you deactivate the emerald when your weapon is inside something, the entity collisions go crazy, and they more or less die.
I learned this when I stuck it in one of those death worms, the middle third of it was vaporized.

Bloody ruby heals you, Flaming Topaz sets thing on fire, Freezing Sapphire freezes things making them susceptible to shattering, Electric Amethyst electrifies nearby enemies, and sometimes warps space making a powerful explosion.


Sun Mar 14, 2010 9:58 pm
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Loose Canon
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Post Re: Hammer
Just got an awesome idea. Make jeweled versions of the weapons for the mod. Blood ruby would probably be pretty useless, but the others sound awesome.


Sun Mar 14, 2010 10:04 pm
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Post Re: Hammer
neat, now quick, CaveCricket add this type of constraint to the grappling guns.


Sun Mar 14, 2010 11:26 pm
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Post Re: Hammer
I am going to add this on an AHuman just for the hell of it.


Sun Mar 14, 2010 11:34 pm
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Post Re: Hammer
Post results and a download. It actually sorta sounds effective.


Mon Mar 15, 2010 12:11 am
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Post Re: Hammer
Code:
AddActor = AHuman
   CopyOf = Robot 2
   PresetName = Robot Mace
   ImpulseDamageThreshold = 4000
   ScriptPath = Hammer.rte/Mace.lua
AddActor = AHuman
   CopyOf = Robot 2
   PresetName = Robot Hammer
   ImpulseDamageThreshold = 4000
   ScriptPath = Hammer.rte/Hammer.lua
AddActor = AHuman
   CopyOf = Robot 2
   PresetName = Robot Chain
   ImpulseDamageThreshold = 4000
   ScriptPath = Hammer.rte/Chain.lua

This goes anywhere. Fly around alot, due to less mass. Unstable. Most effective on open area.


Mon Mar 15, 2010 1:18 am
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Post Re: Hammer
I like the hinges, I thought those weren't possible, but you made it happen.
Nonetheless, the hammer is very, very hard to use with the chain.
It is hard to control the dropship as well.
The hammers tend to settle in the ground and cause the hammers to fall off.


Mon Mar 15, 2010 1:21 am
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Data Realms Elite
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Post Re: Hammer
CrazyMLC wrote:
The hammers tend to settle in the ground and cause the hammers to fall off.

THIS
IS
ANNOYING >:|

Also, I love this mod.


Mon Mar 15, 2010 5:06 pm
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Post Re: Hammer
I'd love to see a set of solid chains for whipping and lashing infantry, would also be pretty fun to drag across the sand and hit people with.

Great mod.


Mon Mar 15, 2010 11:43 pm
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Post Re: Hammer
Not perfect, but I love it. There are defects here and there but still, it's the one and only hammer time machine in CC.

I think something more compact should be in place of the dropship mkI as the core machine. The dropship, being too large, often collide with enemies before the hammer itself. And it is prone to engine failures/breakages, a lot.

The spike hammer seems to hold on to the dropship much better than the plain hammers.


Tue Mar 16, 2010 5:42 pm
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DRL Developer
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Post Re: Hammer
Image

Code:
self.Hammer.Pos = self.Hammer.Pos + self.Hammer:RotateOffset(Vector(0,(len-self.len)*0.1))
This line of code moves an object 10% of the distance to the correct position and removes much of the oscillations. I also made the hammer head an actor to reduce the risk of settling when touching the ground, and the dropship smaller and even more nimble.

I'm starting to think these techniques can be used to make a dynamic tree of some sort, like the ones discussed in the dev log. Not sure how interesting it would be though.


Thu Mar 18, 2010 9:34 am
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Post Re: Hammer
It would be neat for scenery, but unless you did something with doors or overlapping invisible terrain, you'll have too much in the way of collision issues for the trees to really be useful and contribute to gameplay. (eg have snipers sitting in them)


The hammer mod itself is pretty neat, but the chain has too few and too long links to really feel like a chain, it's more like a nunchuck thing, and crafts just don't have the handling for that to work well. It's also too easily broken by terrain.

The hammer and axe both work well, but because the 'handle' doesn't have a stretching animation, it looks ugly when it bounces around so much. Plus it's a bit too much on the bouncing anyway.

Nothing you haven't already heard, I'm sure.


Thu Mar 18, 2010 12:38 pm
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Post Re: Hammer
Yes, and I agree. This mod is basically a curiosity based on a hack, but most of the problems mentioned i the posts above have been reduced to a minimum in the upcoming version. I'm still not sure how to use this for something that is really interesting though.


Thu Mar 18, 2010 1:29 pm
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Post Re: Hammer R2 - 2010-03-18
Looks very interesting, but unfortunately I cannot test until my computer problems are resolved. Was planning to do this on my grappling guns, but did not due to laziness and previously mentioned computer issues. Maybe you could make a grappling gun, Abdul. Or maybe a claw-and-chain to lift object on the ground and pull things around for the DS.


Thu Mar 18, 2010 8:15 pm
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Post Re: Hammer R2 - 2010-03-18
Very much enjoying the revision, though settling is still an issue.. is the actor RestThreshold -500 and using the normal lua nonsettling tricks?


Thu Mar 18, 2010 9:02 pm
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