View unanswered posts | View active topics It is currently Sat Apr 19, 2025 1:30 pm



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 140, 141, 142, 143, 144, 145, 146 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
The ships are just too big.


Sat Jun 13, 2009 7:57 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post Re: DarkStorm Military Technologies - Updated 6/11/09
mail2345 wrote:
The ships are just too big.

The Kimon is a little monstrous, but how small can you make portable wormholes?

Anyway, I thought I'd share with you guys the Raiju Drop Tube. I use one of these on almost every map I play Darkstorm in. I was sick of my pods bouncing off enemy ships, getting blown up or crushed before I could even get the guy out, so here's the easy solution (Big GIF):
Image
Test map to show the drop tube. Only draw back is the tube gets debris in it so maybe I'll do dig up whoever made those gauntlet modules with the self cleaning lasers and apply it here.


Sat Jun 13, 2009 8:07 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Oh, I meant that as to why the dropship holder is not working.

EDIT: You could always make a black hole module for the derbies.


Sat Jun 13, 2009 8:10 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ah, so would I be able to dock the Kimon in a standard vanilla dropship dock if I made the dock larger?


Sat Jun 13, 2009 8:13 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
And changed the lua.


Sat Jun 13, 2009 8:20 pm
Profile

Joined: Mon Apr 13, 2009 3:01 pm
Posts: 4
Post Re: DarkStorm Military Technologies - Updated 6/11/09
beside me question to creator mode I ask permits to use modes as concept for making the models in play but more exactly add this side in play
(acquaintance of mine does MMORPG and this faction much approaches under style of the play)

p.s.
I from russia write through translator to apologize if write not understandable


Sat Jun 13, 2009 10:53 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Yeah, the dock might be coded to only accept specific drop ships. There might be other problems though. I haven't looked into it.

Hyperkultra wrote:
But, it doesn't arc, so we must assume technology is more advanced in the future.

Not just that, but DarkStorm is the bleeding edge of this future technology. It WON'T arc.

LowestFormOfWit wrote:
I've taken a great liking to the Yosei flying gun platforms. I even built a Darkstorm Factory scene around them, being mass produced and sent into the sky via teleporters and conveyers. I was thinking however, that they'd be really great if they could either pick up other weapons, or at the very least come with a sidearm force digger.

They won't be able to pick up weapons, but at some point it'd be kinda cool if they did have some more abilities. They're not really intended for going indoors or underground though, and I don't intend them to be. So working as miners wouldn't be a great idea for them.

Probably once I can make the Kitsune as I want, it'll be a handy digger actor if you just buy it with nothing but its claws. In either case, you'll probably be able to outfit them with different weapons and support systems. And if there's ever water in CC, there'll be the Kappa to fill the same role aquatically. So you'll have land, air, and sea covered.

I'm starting to think I'll need to shift some names around in the future. Like call the Shogun armor Samurai armor instead, call the brain unit the Shogun (trust me, this makes way more sense), and rename the Tengu clone to something else as well, since a Tengu is specifically an aerial birdman type creature. Maybe I'll call it the Bushi clone... or something. Then I can call some other air-based thing the Tengu. Heck, if the Yosei becomes as variable as I plan to make the Kitsune, maybe I'll just call it the Tengu. It might even yield a re-design where it has wing-thrusters like the tengu/shogun jetpacks, rather than a rotor. I could just say that the rotor systems are required for larger, heavier things, and the Yosei (or Tengu) is light enough.

But that can wait until I start adding more units.

LowestFormOfWit wrote:
Also, have you tossed the idea of a Darkstorm medic unit around? The vanilla medic drone right now is a great idea executed poorly. They get destroyed if so much as a pebble lands on their head right, or an actor steps over them.

I'd probably do it like the PDS and have a weaker mobile unit and a more powerful stationary unit. I'll wait to put the effort into this when I can heal wounds, though.

LowestFormOfWit wrote:
Lastly, do you have plans for a Bunker System for docking things like the Kimon or the Shishi crafts? I can't seem to get them to dock with the vanilla dropship one, so I assume they'll need custom coding.

No, but I'll hold off on making more bunker modules until I know I can make all of them. As in, regenerating modules. That won't happen until I can somehow generate non-scrap terrain.

LowestFormOfWit wrote:
Anyway, I thought I'd share with you guys the Raiju Drop Tube. I use one of these on almost every map I play Darkstorm in. I was sick of my pods bouncing off enemy ships, getting blown up or crushed before I could even get the guy out, so here's the easy solution

Holy god that's epic. Maybe when I make bunker modules I'll make a more concise version of that.

GEG wrote:
beside me question to creator mode I ask permits to use modes as concept for making the models in play but more exactly add this side in play
(acquaintance of mine does MMORPG and this faction much approaches under style of the play)

p.s.
I from russia write through translator to apologize if write not understandable

Until I can understand exactly what you want to do, the answer is no.


Sat Jun 13, 2009 11:02 pm
Profile YIM
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Did you abandon that berserking idea you had for the shoguns?


Sat Jun 13, 2009 11:19 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Code:
function Create(self)
end

function Update(self)
   for actor in MovableMan.Actors do
      --See if a dropship is within 70 pixel range of the docking unit and if it has the AI mode set to "Stay".
      if (actor.ClassName == "ACDropShip") and (actor.AIMode == Actor.AIMODE_STAY) and (math.abs(actor.Pos.X - self.Pos.X) < 45) and (math.abs(actor.Pos.Y - self.Pos.Y) < 45) then
         
         
         --[[ WARNING, AUTOSCUTTLE WILL KICK IN ONCE THE DS NOTICES ITS NOT MOVING ANYWHERE.
         --Pin the ship and place it nicely in the docking unit.
         actor.Vel = Vector(0,0)
         actor.Pos = Vector(self.Pos.X + 0, self.Pos.Y + 38)  --replace offsets with values that place the dropship in a nice position
         --]]
         --TEMPORARY SOLUTION. GRAVITATE AT DOCK WITHIN 60 PIXELS.
         local diff = math.sqrt(math.pow((actor.Pos.X-self.Pos.X),2) + math.pow((actor.Pos.Y - (self.Pos.Y + 38)),2))
         if diff < 5 then
            diff = 5
            end
         if diff < 85 then
            local diffx = actor.Pos.X - self.Pos.X
            local diffy = actor.Pos.Y - (self.Pos.Y + 38)
            local ang = math.atan2(diffy,diffx)
            actor.Vel.Y = actor.Vel.Y - (6 / diff * math.sin(ang))
            actor.Vel.X = actor.Vel.X - (3 / diff * math.cos(ang))
         end
      end
   end
end

function Destroy(self)
end


It's coded only for DropShips.


Sat Jun 13, 2009 11:21 pm
Profile
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
They won't be able to pick up weapons, but at some point it'd be kinda cool if they did have some more abilities. They're not really intended for going indoors or underground though, and I don't intend them to be. So working as miners wouldn't be a great idea for them.

Probably once I can make the Kitsune as I want, it'll be a handy digger actor if you just buy it with nothing but its claws. In either case, you'll probably be able to outfit them with different weapons and support systems. And if there's ever water in CC, there'll be the Kappa to fill the same role aquatically. So you'll have land, air, and sea covered.

That's a shame. I currently have Yosei's fly around inside my bunker modules (They're surprisingly versatile in there) and patrol. In one of your previous builds I loved the fact your turrets could pick up weapons if they landed right on top of them: Image


Darlos9D wrote:
I'd probably do it like the PDS and have a weaker mobile unit and a more powerful stationary unit. I'll wait to put the effort into this when I can heal wounds, though.

Understood. I wanted to make an infirmary type bunker module, and I liked the Ronin Nurse that Contrary was doing, but it seems to have been abandoned. A shame really. Medic drones are like paper.


Darlos9D wrote:
No, but I'll hold off on making more bunker modules until I know I can make all of them. As in, regenerating modules. That won't happen until I can somehow generate non-scrap terrain.

So all of your modules are planned on being regenerating ones? Hah, I can Ypsilon my base over and over now!

Darlos9D wrote:
Holy god that's epic. Maybe when I make bunker modules I'll make a more concise version of that.

Go for it. I'd love to see an "official Darlos" way of working around the Raiju's weak point, while at the same time giving you a good unique module idea. If you need someone to bounce module ideas off of, let me know. I play your mod too much. I'm growing Shogun's and Tengu's like Chia pets.


Sat Jun 13, 2009 11:22 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/11/09
LowestFormOfWit wrote:
That's a shame. I currently have Yosei's fly around inside my bunker modules (They're surprisingly versatile in there) and patrol.

Oh, well, I'm probably not going to make them any larger than they are. Heck, they might even get more streamlined. I won't go out of my way to make them incapable of going inside, so don't worry too much.


Sat Jun 13, 2009 11:52 pm
Profile YIM

Joined: Fri May 22, 2009 7:52 am
Posts: 16
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Foa wrote:
giantbean wrote:
I cant get this to download. plz help. It takes me to a download site but that site dose nothing I turned of my pop-up blocker and all I got was pop-ups. (no surprise) Do I need an account with the download host site?

No, just click DL now.


Ok I should have been more clear but I thought it would be obvious that I clicked Download.

Duh102 wrote:
You hit that giant download text.


And yes there is a giant DL, along with two smaller areas that seem like good places to click for a download ("DarkStorm.rte.rar" and "Save to My Files"), which I selected but it didn't work which is why I wanted to know if I had to sign up for the service.

Anyways it must have just been a glitch with my laptop as I downloaded the .rar on another PC and emailed it to myself. So thanks anyways for assuming that I couldn't see the "giant download text". Next time I will try to be more specific about the issue.


Sun Jun 14, 2009 12:22 am
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos: I think the Russian guy was asking something along the lines of permission to use your mod as a base to add more to. That, or to borrow parts from it and add on. I can't really tell because that may not be what he means- language translators are often fairly inaccurate because of the differences in languages' exact phrases and word meanings.


Sun Jun 14, 2009 12:48 am
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ragdollmaster wrote:
Darlos: I think the Russian guy was asking something along the lines of permission to use your mod as a base to add more to. That, or to borrow parts from it and add on. I can't really tell because that may not be what he means- language translators are often fairly inaccurate because of the differences in languages' exact phrases and word meanings.

Well here's hoping he can understand "creative commons." Since that does a good job of setting down the rules.


Sun Jun 14, 2009 1:07 am
Profile YIM
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Is it possible to add grappling hooks/claws yet?


Sun Jun 14, 2009 1:10 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 140, 141, 142, 143, 144, 145, 146 ... 158  Next

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

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.381s | 13 Queries | GZIP : Off ]