Hueg Pack o' Mods *Final update!??!*
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Is your mass setting in Create? You quite literally can't get any faster than that, and in create it'll take one sim update to execute.
You could make it shoot out slowly and then accelerate with Lua, that might sort of work.
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Wed Jul 29, 2009 2:03 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Btw, can you fix the serpent trailer to shoot serpentlike no matter what angle you aim it at?
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Wed Jul 29, 2009 2:53 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
wutangfan1990 wrote: Btw, can you fix the serpent trailer to shoot serpentlike no matter what angle you aim it at? The sine wave? I don't think you can do that although, I barely understand those thingies, so maybe you can.
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Wed Jul 29, 2009 7:26 am |
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Pax Of Core
Joined: Mon Mar 05, 2007 2:33 am Posts: 15 Location: Somewhere...Someplace...
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Man, this mod is one of my favourites, I like blasting people with the plasma cannon, then melting them with the arrangements of pyro-mania.
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Wed Jul 29, 2009 2:01 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
@Grif: It is. I think i'll just let it stay that way, and call it a feature instead of a bug. Something with the cannonball needing a little time to accumulate mass. @wutangfan: I can't myself, because i'm far too incompetent with Lua, but i can't say if some Lua magician can do it. Take it as a hint if you want to, but i can imagine it being hellishly complicated. @Pax: Thanks, i'm glad you're enjoying it.  Also, moar teaser time!  Yes, that is a ridiculously large and obvious landmine. Yes, it uses a slightly modified nuke explosion. And yes, it's fairly reliable when it comes to teams and who to blow up. It functions like this: If you just place it on open ground in the bunker editor, the mine assumes a neutral role, and will blow up anyone dumb enough to come close to it. If you place it close to one of your own units, the mine will become your "ally", and will blow up anyone who isn't on your team, as long as you don't stumble over it and crush it, which makes it explode. And due to the nature of the team selection thingy, the mine will become yours if you order it on the battlefield. There is probably a few exceptions to this, but so far, i haven't seen any cases of the mine instantly detonating in your hand or when thrown. Except when you throw it in very close proximity to an enemy, but that's a given, considering that it's a proximity mine. Still need to add/change a few things, but otherwise i'm happy with the outcome.
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Fri Jul 31, 2009 1:00 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
If the SIne wave is being generated with math alone (I have absolutely no idea how it was done, this is a guess) then it can't be rewritten with a new function to make it rotate. This only applies if it is indeed being done with math, because you cannot have a function return multiple Y values for a given X value. Or, it might be some totally different reason. And curse you, teasing a beautiful mine before I leave all weekend. 
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Fri Jul 31, 2009 5:55 pm |
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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: My huge pack of mods, which is back. *Update: June 29th '09*
The first thing my friend will do when he sees it will probably be disbelief at the label on the side, prompting him to check the truthfulness of said label. Hilarity will ensue.
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Fri Jul 31, 2009 6:15 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Derp.
Last edited by TorrentHKU on Fri Jul 31, 2009 6:57 pm, edited 1 time in total.
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Fri Jul 31, 2009 6:50 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
PhantomAGN wrote: If the Sine wave is being generated with math alone (...) then it can't be rewritten with a new function to make it rotate. Uh yes it could. It'd be more involved than just y = sin(x), but yes it could. My guess is, you'd make the sine a parametric equation and use the sin and cos of the AimAngle to determine the midpoint of the current wave, then subtract or add x = sin(t) and y = sin(t) to make it an actual curve. Something along those lines. Hyperkultra wrote: Did you post in the wrong thread? I believe he's referring to the "Mine" label on the mine.
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Fri Jul 31, 2009 6:54 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
I didn't see that label. 
Last edited by TorrentHKU on Fri Jul 31, 2009 11:26 pm, edited 1 time in total.
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Fri Jul 31, 2009 6:57 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
@Numbergentleman: Haha, awesome. Something tells me that it'll be followed by an irrational fear of said mines. :U Also!  Size matters.
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Fri Jul 31, 2009 8:54 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Shook wrote: @Numbergentleman: Haha, awesome. Something tells me that it'll be followed by an irrational fear of said mines. :U Also!  Size matters. Oh holy jesus. 
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Fri Jul 31, 2009 11:26 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
Not bad, though, most all of the stuff is overpowered as ♥♥♥♥ >______>' But that's probably the whole theme of the pack, cause, there isn't even one balanced weapon... Oh well...
I liked some stuff, but most of it is just plain glowhoreing terrainraep, which gives a newfaggy impression >______>' Also, better sprites needed ASAP. Might make some for you later. :V
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Fri Jul 31, 2009 11:58 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 29th '09*
MaximDude wrote: Not bad, though, most all of the stuff is overpowered as ♥♥♥♥ >______>' But that's probably the whole theme of the pack, cause, there isn't even one balanced weapon... Oh well... Pretty much. This is my "♥♥♥♥" pack, so i generally don't give a hoot about balance in here. Whether you guys like it or not is actually second priority, as i just make these things because i think they'd be cool/fun/awesome to make, and then stuff it into a pack. Honestly, though, i'm surprised at how popular it has become. >.> MaximDude wrote: I liked some stuff, but most of it is just plain glowhoreing terrainraep, which gives a newfaggy impression >______>' The glowhoring terrainraep part is intentional. Personally, i wouldn't like the Pyro Cannon as much if it didn't ooze a thick yellow glow all over the place, while melting through the terrain like butter.  And newfaggy impression, you say? Well, sure, if you think so. It doesn't matter if it's a veteran coder or a total ♥♥♥♥♥♥ who has made the mod, as long as it's fun to use. As in, slapping a different author on the same mod does not make any difference. MaximDude wrote: Also, better sprites needed ASAP. Might make some for you later. :V Which sprites? I mean, i shone up some of the bomb sprites, as well as a few of the guns. Point out and i shall see if i care enough to try and fix. :U By the way, thanks in advance.  Progress report: Nothing since yesterday, because i've been away for the majority of the day today. Edit: Oh yeah, i forgot to tell you about the Hammerhead pistol that i made before the mines, but after the Serious Cannon. It's not too far away from the Peacemaker, but the bullets don't weigh NINE ♥♥♥♥ KILOGRAMS. They only weigh 2. :U The bullet is fast, heavy and inflicts 5 wounds, which is generally enough to kill any vanilla actor with a headshot. The rate of fire is 90 shots per minute, the magazine carries 5 bullets and the pistol is semi-automatic. If one bullet doesn't suffice, you can dual-wield for double the punch. The pistol is quite overpowered, and i love the sound i found for it. That's about it.
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Sat Aug 01, 2009 8:52 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: My huge pack of mods, which is back. *Update: June 29th '09*
Shook: Yo dawg, I herd u leik sendin betaz to your testerz.
Also, will there be a "Biggest Mine"? Useful for giant tanks, robots, Chuck Norris, and the like.
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Sun Aug 02, 2009 12:51 am |
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