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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: DarkStorm Military Technologies - Updated 11/22/08
3POK_PHALE wrote: John_bowe wrote: I dunno. Death note is pretty high up there. Oh! Maybe someone can make a death note mod! That would be fun. Reaptastic book? Sends out an invisible particle that instakills anything.
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Thu May 14, 2009 5:07 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: DarkStorm Military Technologies - Updated 11/22/08
Clones don't have names, too bad. And you might have to hack into the Coalition servers to get every clone's code. Then again, it's hard to tell which clone is which. Then again, you can use the Death's eye to know their code. But then again, it halves your lifetime. Then again, you are just a brain controlling another body.
So it works!
Or simply make a Death actor.
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Thu May 14, 2009 6:59 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Okay, lets stop with random anime topic, despite it being partially my fault.
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Thu May 14, 2009 7:18 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
im just going to assume you're going to start working and the next release is going to have sex with my CC.
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Thu May 14, 2009 7:28 am |
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AK117
Joined: Sat May 16, 2009 3:25 am Posts: 17
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Re: DarkStorm Military Technologies - Updated 11/22/08
For some reason this mod won't work for me. i installed it right i think, all the other mods work fine, but when i d'l this mod and extract it to cortex command folder it doesn't work.
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Sat May 16, 2009 10:06 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DarkStorm Military Technologies - Updated 11/22/08
AK117 wrote: For some reason this mod won't work for me. i installed it right i think, all the other mods work fine, but when i d'l this mod and extract it to cortex command folder it doesn't work. This is a B22 mod. I don't think anyone found a B22 to B23 conversion yet.
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Sun May 17, 2009 12:07 am |
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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: DarkStorm Military Technologies - Updated 11/22/08
Works for me! Also, Darlos, you should make that ninja takedown combat knife. That would be epic.
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Sun May 17, 2009 12:08 am |
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AK117
Joined: Sat May 16, 2009 3:25 am Posts: 17
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Re: DarkStorm Military Technologies - Updated 11/22/08
no i was using it in b22 though. it just wouldn't load. the game would start fine, just without and darkstorm mods.
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Sun May 17, 2009 12:15 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Flammablezombie wrote: Works for me! Also, Darlos, you should make that ninja takedown combat knife. That would be epic. The what now? Also, a quick update: I've been messing around with all of the available Lua functions and am making some slow progress. I won't be able to do all of the things I promised since options are still kinda limited. But I'll be able to do a lot that I think will be interesting and unique, and also actually lend itself to stealth and subterfuge. At the moment, I just got done working on a force field capable of stopping any high-speed projectile that has a trajectory that immediately threatens an allied unit under its influence. It lacks special effects, which is unavoidable at this point, but it functions perfectly. I also created an EMP grenade that creates a zone that shuts down any unit that falls into it for up to 15 seconds. Furthermore, I have perfectly-functioning air-burst proximity grenades, and also have it set up so Shoguns can drop their special weapons and pick them back up, but nobody else can. Right now I'm trying to see if I can combine ray casting and an actor's current sight/aim angle to do some fancy targeting and stealth things. Also, I'm pretty confident I can develop my own system of recoil for guns, which could be interesting. Though now that I think about it, I'm not sure how I would factor in an actor's inherent strength for resisting the recoil. I suppose I could just base it off of the actor's overall mass...
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Sun May 17, 2009 3:22 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: DarkStorm Military Technologies - Updated 11/22/08
Released-ness would be awesometastic.
I would love a force field.
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Sun May 17, 2009 3:25 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
is the chaff going to be more smokey and less hacky soon? also, for the force-field, couldnt you make it spawn tiny smoke ball 1 particles when a high speed particle enters the force field? that would be a cool effect.
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Sun May 17, 2009 4:06 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Geti wrote: also, for the force-field, couldnt you make it spawn tiny smoke ball 1 particles when a high speed particle enters the force field Unless somebody can explain how to do that with Lua, no. So far I haven't figured out how to use Lua to spawn something defined in an ini... which feels wrong. 3POK_PHALE wrote: is the chaff going to be more smokey and less hacky soon? Actually, it's going to be non-existent until some clean idea comes into my head, which might be some time. No, that's not an invitation for suggestions. 3POK_PHALE wrote: Released-ness would be awesometastic. Hold your horses. I'll be done when I'm done.
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Sun May 17, 2009 6:05 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
dummy code, not working unless you consider everything smoking "working". Code: for particle in MovableMan.particles do --or whatever you're using to slow the bullets down. anything that lets you call their position. smoke = CreateMOSParticle("Tiny Smoke Ball 1", "Base.rte") smoke.Pos = particle.Pos MovableMan:AddParticle(smoke); end ? it should feel wrong, its entirely possible and awesome. hopefully that gives you an idea of how to do it
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Sun May 17, 2009 6:34 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Rargh, I saw that somewhere else and rushed over here to change my post before I looked dumb. Too late.
This'll make a sensible chaff grenade much simpler as well. I can also use this to visualize my line-of-sight raycasting stuff, to figure out why the hell it isn't working.
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Sun May 17, 2009 6:46 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 11/22/08
Quote: local fxa = CreateAEmitter("Teleporter Effect A"); fxa.Pos = self.Pos; MovableMan:AddParticle(fxa); Taken from teleporter module code.
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Sun May 17, 2009 6:54 am |
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