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 TAC Nuke Corp. - Updated 06/15/09 (B23) 
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
lafe wrote:
i can do it.


Then do it. If you can pull this off you own a place of honor in my credits page :D Also I'll PM ya my current nuke so you can mess around with the good thing not the old version, it has changed a little.


Mon Aug 31, 2009 8:43 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Oh good god, I forgot all about this.

I'm so sorry, I'm working on my own mod as of halfway through the summer holidays. You'll have to find another coder, not that I did much good anyway :(.


Mon Aug 31, 2009 10:09 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Tee he!
:twisted:

Animated GIF:
Attachment:
BoomBa.gif
BoomBa.gif [ 1.69 MiB | Viewed 5575 times ]


bit of progress.

who need uranium when you can have SPARKLE MAGIC!

(note how the dummy turns into a plume of smoke)


Thu Sep 03, 2009 5:44 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Oh that's just cute man!
I'd say make the smoke more whole-body, it just starts at his feet there.
Nice idea though.


Fri Sep 04, 2009 3:04 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Winterous wrote:
Oh that's just cute man!
I'd say make the smoke more whole-body, it just starts at his feet there.
Nice idea though.


yeah, the lua for that part is done though, i just have to make the MOSR that explodes into smoke gib instantly, so it does it in the middle of the actor simultaneously with the actors vanishing.
also, im going to increase the range.
im just about 55% done with it. i have the gib and vaporize fields done, now comes the damaging one, and fine tuning their ranges. on the bright side, its totally laggless compared to the original, and MORE damaging.


Fri Sep 04, 2009 2:41 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Do the affected actors disappear or gib? I'd prefer gibbing...


Fri Sep 04, 2009 2:58 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
411570N3 wrote:
Do the affected actors disappear or gib? I'd prefer gibbing...


this depends: when there close (within 300 pixels currently) they dissaper and make a puff of smoke. if there medium:
(700 pixels currently) they Gib, and if there far, (1500 pixels currently) they lose health.


Fri Sep 04, 2009 3:15 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
411570N3 wrote:
Do the affected actors disappear or gib? I'd prefer gibbing...

Initially I thought so too, but when you think about it, there wouldn't be anything left to be classified as gibs.
Their whole body is being incinerated instantly.


Fri Sep 04, 2009 11:48 pm
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
smoke effect needs a bit of work. use an AEmitter, not a gibbing MOSR (which is what you're doing, from what i've read.)


Sat Sep 05, 2009 4:00 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Winterous wrote:
411570N3 wrote:
Do the affected actors disappear or gib? I'd prefer gibbing...

Initially I thought so too, but when you think about it, there wouldn't be anything left to be classified as gibs.
Their whole body is being incinerated instantly.
The completely incinerating thermal pulse requires line of sight. The concussive wave that would be what was affecting that dummy would not in any way incinerate it. Though it doesn't really matter; the mechanism Lafe described sounds pretty good.


Sat Sep 05, 2009 4:21 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
411570N3 wrote:
Winterous wrote:
411570N3 wrote:
Do the affected actors disappear or gib? I'd prefer gibbing...

Initially I thought so too, but when you think about it, there wouldn't be anything left to be classified as gibs.
Their whole body is being incinerated instantly.
The completely incinerating thermal pulse requires line of sight. The concussive wave that would be what was affecting that dummy would not in any way incinerate it. Though it doesn't really matter; the mechanism Lafe described sounds pretty good.

I dare you to implement Raycasting in CC without causing heaps of lag :P


Sat Sep 05, 2009 4:39 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
It'd be a lot easier just to have a bunch of particles. And it'd automatically make the thermal flash weaker at longer distances.


Sat Sep 05, 2009 4:47 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Winterous wrote:
I dare you to implement Raycasting in CC without causing heaps of lag :P
lul, we totally dont already have raycasting functions that dont lag very much :P
jesus christ.


Sat Sep 05, 2009 5:17 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
I agree. Ray casting is not as laggy as lets say:
Code:
for p in MovableMan.Particles do
<bleh>
end


Sat Sep 05, 2009 8:55 am
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Post Re: TAC Nuke Corp. - Updated 06/15/09 (B23)
Bump. I'm still waiting for that poof smoke effect lafe.
Nvm I didn't bump only for that. I just found that the static nuke almost lagged as much as the new fireball nuke on my pc so screw the fireballs. Next version coming up next week returning to the static nuke because lag = slow motion and slow motion = epic.

So if anyone comes here complaining about lag, I will give this as an argument :

Nukes are a factor of lag in EVERY ♥♥♥♥ GAMES. Look at Crysis. Nuke? Lag. Fallout 3. Nuke? Lag.
Nukes are MEANT to be lagging. It makes the game slower and give you more time to look at that magnificent fire mushroom slowly consuming everything around it.

So yeah, get over it kids. For me, quality > performance. I'm pretty sure that most ppl agree with me here.


Wed Oct 07, 2009 1:49 am
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