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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: XtremeBlocks - Indestructible
I think someone made some actors like that... as in they gained health as you damaged them - but it had a time delay. Though if you were precise enough you could make it survive a hit from the DSXX-LJ and it would end up with like 30,000 health...
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Wed Jan 28, 2009 10:14 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
i hope you dont mind. these should be more invincible, havnt tested with superweapons but it uses full Air-resistance, gravityless, 1-megaton test MOSRs as well as a block of test. if someone could test with beefy weapons, that would be good. it shouldnt block a y-cannon, but it shouldnt even dent from heavy weapons. someone try shooting the force at it and get a screenie.
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Thu Jan 29, 2009 2:46 am |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: XtremeBlocks - Indestructible
What would happen if one made a bunker module of a matrix of heavy high resistance pinned MOSRs laced into superstrong material? Hehehe, let the quest for immortality invincibility begin! EDIT: Here's your pix, Geti. The FORCE utterly destroyed them, as forseen. http://i41.tinypic.com/7179ea.jpgBeware, I didn't crop it that much, so it's pretty big. EDIT2: Wait, those were supposed to be MOSRs? Acted exactly like terrain for me...
Last edited by Thoughtprocess on Thu Jan 29, 2009 9:20 pm, edited 1 time in total.
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Thu Jan 29, 2009 3:07 am |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Geti wrote: i hope you dont mind. these should be more invincible, havnt tested with superweapons but it uses full Air-resistance, gravityless, 1-megaton test MOSRs as well as a block of test. if someone could test with beefy weapons, that would be good. it shouldnt block a y-cannon, but it shouldnt even dent from heavy weapons. someone try shooting the force at it and get a screenie. I don't mind. Also tho. If it doesn't work against superweapons. Whats the point? lol. Because it can't be damage by normal means already. So meh.
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Thu Jan 29, 2009 1:59 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
oh rage i forgot to put a restthreshold. fixed, ill test with the FORCE and tweak it if i can. thanks for the heads up on that TP.
Attachments:
File comment: rawrawr fixed blah blah MOSR.
Xtremeblock.rte.zip [3.72 KiB]
Downloaded 305 times
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Thu Jan 29, 2009 10:53 pm |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Geti wrote: oh rage i forgot to put a restthreshold. fixed, ill test with the FORCE and tweak it if i can. thanks for the heads up on that TP. Why don't you use the mat I made? The name for it is "Deluxe"
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Thu Jan 29, 2009 11:39 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
because you included it in a base.rte edit which i am not fond of. believe it or not, you can define materials in your own .rte without having a base.rte edit. if you want to use a stronger mat, go ahead and edit mine, you just need to define the material first and then replace "test" with "whatever". also im bloody annoyed, my net cut out halfway through the download of DSTech, so i couldnt test it. has anyone noticed if it works better than the last one? if i could be bothered, id put in a solid attempt to block the ypsilon with some insane friction and bounce values that would end up with the particles flying off at mad angles and killing everything above the bunker on the map. but i really cant be ♥♥♥♥ at the moment, maybe in a few days or so. if someone wants to beat me to it, kudos.
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Fri Jan 30, 2009 6:00 am |
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Dvd
Joined: Sun Aug 24, 2008 8:41 am Posts: 30
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Re: XtremeBlocks - Indestructible
Where exactly do you download the "Ypsilon" cannon? I cannot seem to find it in the download of DSTech.
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Fri Jan 30, 2009 7:24 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: XtremeBlocks - Indestructible
it isnt part of DSTech, its part of AAL. there has been a topic about it over the last few days, check support. i've been wanting to check with the DSTech FORCE rather than the ypsilon sheerly because it's more practical to mod for, and more fun to see bounce off.
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Fri Jan 30, 2009 7:44 am |
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Warboy
Joined: Tue Dec 26, 2006 12:01 am Posts: 35
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Re: XtremeBlocks - Indestructible
Geti wrote: because you included it in a base.rte edit which i am not fond of. believe it or not, you can define materials in your own .rte without having a base.rte edit. if you want to use a stronger mat, go ahead and edit mine, you just need to define the material first and then replace "test" with "whatever". also im bloody annoyed, my net cut out halfway through the download of DSTech, so i couldnt test it. has anyone noticed if it works better than the last one? if i could be bothered, id put in a solid attempt to block the ypsilon with some insane friction and bounce values that would end up with the particles flying off at mad angles and killing everything above the bunker on the map. but i really cant be fudge at the moment, maybe in a few days or so. if someone wants to beat me to it, kudos. There is a Graphical flaw with your coding. With these new blocks that you edited. They sometimes freak out and lay more then one block at a time. I could give you a GIF or a picture if you want. I don't get why it's doing that.
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Fri Jan 30, 2009 8:22 am |
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GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
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Re: XtremeBlocks - Indestructible
Tried geti's version because I don't like the idea of editing standard (eg: base.rte) files. I might do it for a incredibly good mod but not for just testing something out...
A good try, but the vaper digger (by Cricket?), the kinetic orbital round (Grif?) or about 30 minutes of wear and tear (actually tested with an activities.ini spawninterval = 500 and didn't manage 2 minutes) eventually leave nothing left. Considering the fact that actors explode after even a mildly high jump, even worse then test, it is unfit for bunker purposes. A nice academic exercise, but not suitable to replace the enforcer block (I am aware that an invincible BUNKER block was not the target, so this isn't a criticism, just a statement).
I also noticed the "placing of multiple objects." It only occurred when a block was placed partly on top of another, the "lower" objects would be pushed out the side away from the old block. They would also become/remain MOs, discovered with the vaper digger.
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Fri Jan 30, 2009 4:16 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: XtremeBlocks - Indestructible
This one is immune to FORCE bombs and kinetics.
Uses high bounce, negative friction material.
Causes Yipsillion to act strange.
Couldn't test vapor digger/wear+tear.
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Sat Jan 31, 2009 7:07 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: XtremeBlocks - Indestructible
Lol, this thread turned into a quest for ultimate invincibility on bunker blocks. : D
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Sat Jan 31, 2009 2:09 pm |
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CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
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Re: XtremeBlocks - Indestructible
numgun wrote: Lol, this thread turned into a quest for ultimate invincibility on bunker blocks. : D That's a good thing right? Right Numgun?
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Sat Jan 31, 2009 3:32 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: XtremeBlocks - Indestructible
mail2345 wrote: This one is immune to FORCE bombs and kinetics.
Uses high bounce, negative friction material.
Causes Yipsillion to act strange.
Couldn't test vapor digger/wear+tear. And it works! WIN. EDIT: Now with this someone make a true "platformer" map. Actually the blocks are now pretty dangerous to walk on, so it functions as a barrier only.
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Sat Jan 31, 2009 5:12 pm |
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