[WIP] Diemos Federation (UPDATED: 5/21/09)
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Foa wrote: DSMK2 wrote: 411570N3 wrote: If the minigun on that is controllable and the craft itself is able to turn then I believe I will have to clean out my pants on the release date. Er... it already does what you say, why would I use a craft in the first place? Oh yeah, you're using the VTOL as a base, and the VTOL used one of zalo's templates as a base. Does it require a pilot. Wait zalo's templates <gotta realize I haven't came back here in a while>? And no it does not, should I try making it so?
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Sat Sep 26, 2009 6:02 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Sorry, to clarify: I meant craft as in it's an aircraft. When I mean the class I'll say ACraft. (EDIT: Mainly 'cos I'm stupid, see below post.) Anyway, do you plan on making it able to drop troops?
Last edited by 411570N3 on Sat Sep 26, 2009 6:42 am, edited 1 time in total.
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Sat Sep 26, 2009 6:24 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
there is no ACraft class
try harder
actually nevermind
don't try
because your dispensation of knowledge usually ends up with someone manually removing all glows from all mods
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Sat Sep 26, 2009 6:37 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Meh; okay. Point is I'd capitalise it. And hence it would be different. Also, Grif wrote: your dispensation of knowledge usually ends up with someone manually removing all glows from all mods Orly? I'm pretty sure that's quite a minority seeing as it happened once. Teeheehee. Oh Grif, how we love you.
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Sat Sep 26, 2009 6:45 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
DSMK2 wrote: Foa wrote: DSMK2 wrote: Er... it already does what you say, why would I use a craft in the first place? Oh yeah, you're using the VTOL as a base, and the VTOL used one of zalo's templates as a base. Does it require a pilot. Wait zalo's templates <gotta realize I haven't came back here in a while>? And no it does not, should I try making it so? Meh, numgun is like conglomerate, he is the combination of many people's work, and discoveries ( like my brother, and my designs ) . Either you find it, then realize that the attachment [most likely] has succumbed to a wipe, and ask everyone for it, or you take it south, and find someone with the VTOL ( more likely ) , either way you need to credit somebody. Whatever floats your boat. Pilots are extra, woo, jump out of a plane, unload five large game slugs, dive into the cockpit, and activate dual large caliber miniguns!
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Sat Sep 26, 2009 6:46 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Might as well upload a test version then: Attachment:
File comment: Test Case!
Diemos.rte.rar [5.97 MiB]
Downloaded 349 times
Geez, now I wanna wander back to working on DSTech... Foa, mind if I have a link to Zalo's version? It seems like the jet I'm seeing in Epic CC Moments.
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Sat Sep 26, 2009 11:57 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
DSMK2: If you make that huge, screen-high planet destroying robot you were flaunting around, GOD YES WORK ON DSTECH.
*ahem* I support your potential effort on improving DSTech.
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Sun Sep 27, 2009 1:41 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
DSMK2 wrote: Might as well upload a test version then: Attachment: Diemos.rte.rar Geez, now I wanna wander back to working on DSTech... Foa, mind if I have a link to Zalo's version? It seems like the jet I'm seeing in Epic CC Moments. The template looked like a giant smiley face, all I know was that is was a non ACraft class moid that floated around like a Dropship. Oh, and that was next to the horribly sprited lizard that spewed fire ( well functioning ACrab tank template ) . Anyways, depending on the poster it could be a teaser for numgun's new BW ( links to youtube ) , that version of the VTOL was hawter than the tennis courts were on my hand, in the afternoon. I'm a knowledgeable person, not an archivist.
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Sun Sep 27, 2009 4:25 am |
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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: [WIP] Diemos Federation (UPDATED: 5/21/09)
hehe i love the VTOL, its so muc fun to play and is tough enough to nuke stuff @DSMK2: are you thinking about making new guns for the VTOL? Since is tehcnically a "human" you can load it up with stuff. If your too lazy to code them up, i have a few crazy arse ideas that would go well with the ship, but you would have to sprite them, since i suxxors at spriting I apologise in advance to anyone who is offended by my bad spelling D:
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Sun Sep 27, 2009 4:50 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Miniguns, rockets*, and a few missile launcher packs** are usually a must for planes these days.
* - Large missiles, usually heavy payloads ** - Rocket propelled explosives, used in large quantities for excellent heavy cover fire
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Sun Sep 27, 2009 4:58 am |
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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: [WIP] Diemos Federation (UPDATED: 5/21/09)
i was also thinking of a giant riot auto shotgun, to rape infantry, and a bomb dropper like lfow's zeppy
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Sun Sep 27, 2009 5:03 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Heh, I'm wanting a wall breaker <penetrator type weapon>, macross missile massacre function, and grenade spam for secondary weapons.
I can pretty much quickly sprite and code weapons for the VTOL, so I'll see about the ideas... Should I make the VTOL come with weapons?
I might want some idea how to smoothly increase RotAngle with the VTOL's body, every other way I've tried it seems to make it go crazy...
As an added idea <if I don't get lazy>: MOSRotating Version of the VTOL -> Open cockpit Sprite If an AHuman actor walks "in" it, it saves that actor, then removes it from the scene. It takes the actor's team and creates the VTOL for that team. Using a set key, the actor can be "ejected" from the VTOL. Thus, a true pilot-able vehicle in that sense.
Finally got around spriting a brain version of the Oculus, and a brand new spiffy helmet for the brain type and soldier type! Gotta make a DSTech based mission sometime...
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Sun Sep 27, 2009 5:15 am |
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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: [WIP] Diemos Federation (UPDATED: 5/21/09)
you should have pre equipped VTOLS, and one that has nothing with it for less, so players can have customizablity EDIT: just to advertise my ideas moar you could have the shotgun go thru walls well, but has a long reload and slow fire, along with big $$$ to buy
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Sun Sep 27, 2009 5:47 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
DSMK2 wrote: As an added idea <if I don't get lazy>: MOSRotating Version of the VTOL -> Open cockpit Sprite If an AHuman actor walks "in" it, it saves that actor, then removes it from the scene. It takes the actor's team and creates the VTOL for that team. Using a set key, the actor can be "ejected" from the VTOL. Thus, a true pilot-able vehicle in that sense. piloted vehicles are fairly easily done. you dont even really need to do any of the MOSR craziness, just change the frame frame of the craft, and turn its AI off and make it team -1 when not piloted.
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Sun Sep 27, 2009 7:04 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: [WIP] Diemos Federation (UPDATED: 5/21/09)
Just a note, custom wounds would be pretty great. The default metal wounds don't look that good on the green sprites.
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Sun Sep 27, 2009 8:17 pm |
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