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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: Minor Release - Doainar Control Room
You have to make the module sprite in multiples of 24. To line it up with entrances and whatnot, you have to have your walkable hallway bits be 48px high and at least 24px above the bottom of your sprite or 24px below the top. Then, 12px increments above or below those points will also work.
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Mon May 18, 2009 12:02 am |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: Minor Release - Doainar Control Room
Thank you Duh. Okay! The Cargo Bay has been fixed up and is now pretty much complete. It now lines up with other modules... yay! I think I still might need to tinker with it though. I have to add a few bits and then I’ll release it as I probably won’t be working on it for a few days because I have college and will probably be swamped with work. Edit: V2 Uploaded.
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Mon May 18, 2009 12:57 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: Minor Release - Doainar Control Room
CombatMedic02 wrote: Thank you Duh. Okay! The Cargo Bay has been fixed up and is now pretty much complete. It now lines up with other modules... yay! I think I still might need to tinker with it though. I have to add a few bits and then I’ll release it as I probably won’t be working on it for a few days because I have college and will probably be swamped with work. Edit: V2 Uploaded. How is the Sick Bay going to function? ( Heal or Replace ) Heal Method is a basic thing to accomplish, but the Replace Method, I think you need a cookie assigning algorithm/function.
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Mon May 18, 2009 2:29 am |
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TheCombine
Joined: Fri May 15, 2009 2:00 am Posts: 29
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
You should place a rocket pad too at the bottom of the cargo bay (unless that dropship pad was added later).
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Mon May 18, 2009 2:36 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Why are there 2 downloads?
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Mon May 18, 2009 2:39 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
A healing room is absolutely something that must be done NOW.. nice modules though.
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Mon May 18, 2009 2:58 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Minor Release - Doainar Control Room
Foa wrote: Heal Method is a basic thing to accomplish, but the Replace Method, I think you need a cookie assigning algorithm/function. What? Anyway, just see my mod for the replace method code. Stamp it on an AEmiter that has animations to show it's on, change the size and done. It even preserves some weapons*. * - Meaning all but the weapon in hand and fragile stuff.
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Mon May 18, 2009 4:53 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: Minor Release - Doainar Control Room
Weekends, I turn off on them. You don't need an emitter, you could use a 'create MOSParticle' string, and bam, you get a crappy effect that tell you that it is working. Code: --Create the particle. part = CreateMOSParticle("Particle Heal Effect"); --Set the particle's position to just over the actor's head. part.Pos = actor.AboveHUDPos + Vector(0,4); --Add the particle to the world. MovableMan:AddParticle(part);
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Mon May 18, 2009 5:02 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Right, but having an animated emitter is less resource intense.
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Mon May 18, 2009 5:28 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Hey foa they are called VARIABLES not COOKIES this is not 1995 and we are not referring to the INTERNET here.
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Mon May 18, 2009 6:01 am |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
@Foa - I was thinking of making it replace the actor... then you get your limbs back too. @TheCombine - Thanks, and that’s a good idea... I'll have to put a landing pad in there for the next update. I have to tinker around with it anyway to get it 100% working. And the dock was put in there to show that there was room. @whitty - One's .zip and the other is .rar. I am just trying to be compatible. @Marloss - It might be a wait... not sure if I'm going to do it next... maybe. Who knows. CBM02
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Mon May 18, 2009 8:23 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
something that restores an actor back to it's original status.
even without guns i don't give a ♥♥♥♥ it would be cool
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Mon May 18, 2009 9:08 am |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Hey Combat, Add your old windowed corridor. That thing was awesome.
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Mon May 18, 2009 2:59 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Nice work...
The medbay is a good idea!
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Mon May 18, 2009 3:01 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Minor Release - Doainar Control Room
Roon3 wrote: capnbubs wrote: momma crab sprites and stuff. Those must have been a hell to sprite... I thought they were hand-drawn by Prom. It started with TheLastBanana making resized sprites of the original normal crab. I then resprited the whole thing with the design you see now and it was red. Capnbubs recolored it and added the mandible things and animated those. TLB made the code for the crab too btw. So you could say it was made by the 3 of us. Prom has not given us any sprites for 6+ months btw. Alot of the new objects you see were done by either 3 of us content devs. Like the eggsac for instance. Sprited and animated by TheLastBanana, shaded by made. Ontopic: I really dig that dropship dock module. Very nice! *D/L*
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Mon May 18, 2009 4:29 pm |
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