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 First Mod: CopperHead faction (WIP) !!!UPDATE 1!!! 
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Joined: Thu May 07, 2009 7:42 am
Posts: 47
Location: Russia
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Post Re: First Mod: CopperHead faction (WIP)
Very nice, I liked it.
Especially the third on top.


Sat May 30, 2009 4:09 pm
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Joined: Wed Feb 27, 2008 4:04 am
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Post Re: First Mod: CopperHead faction (WIP)
So, I have been working on a small pile of content. Once I'm done, I'll be uploading updates to most of the guns, a digger for the faction, adding custom jetpacks to the actors, adding a crab, adding three dropships, MOAR GLOW, and I think some other stuff I can't think of right now.

I'm really excited about one of the dropships. My vision is to have a mobile weapons/command platform for you to use as an alternative to a brain unit.
So, you can only buy one at the beginning of the game, and it is your brain. It's a dropship-style craft, with several layers of armor (attachables) and at least 4 turrets (maybe 6). In addition, it is big and tough, and you will be able to order units directly to the ship. So, one of the "craft" in the craft section of the buy menu will have a special symbol and be named "Produce via command ship" or something. Then the contents of THAT ship will be lua'd'ed into the command ship.

Anyone like this idea, and is it possible?

Most of the sprites for all this stuff are done, it's just working on the coding.


Wed Jun 17, 2009 3:57 pm
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: First Mod: CopperHead faction (WIP)
It's good, and possible in theory, but the craft to produce via weapons platform would have to be free.


Wed Jun 17, 2009 4:31 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: First Mod: CopperHead faction (WIP)
About stuff beaming up: this would require getting it into a craft somehow. If you just shoot the actor out of the top of the scene, you lose the actor and get no money. So the trick is getting them into a craft.

Sadly, craft inventory management is kinda borked right now. Otherwise, I'd have a fully functioning wormhole system in my own mod. You may have to wait on "beaming up" people. You'll also have to wait on having that "direct to craft/teleport exit" delivery system. Again, thats exactly what I was trying to do, and it didn't work out.

A "beaming down" effect can be accomplished with naught but .ini fiddling.


Wed Jun 17, 2009 11:10 pm
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Joined: Tue Jun 16, 2009 5:03 am
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Location: Hanging from a cliff - and that's why I'm called Cliff Hanger!
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Post Re: First Mod: CopperHead faction (WIP)
Oh my God!!!
Awesome! The average DRLFF Forumer would say "very good for a first mod"
Well I say: AWESOME for a first mod, AWESOME for a 100th mod - Kudos to you!!!


Thu Jun 18, 2009 1:02 am
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Joined: Wed Feb 27, 2008 4:04 am
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Bump... due to an UPDATE!


Sun Jul 19, 2009 6:56 pm
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Joined: Wed May 20, 2009 10:06 am
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Location: Sweden
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Sounds good, downloading it again, although the old omega cannon was actually quite fun to use, it's good to see that you've balanced it.

Oh and fix the OP, it's just a wall of text, and you didn't bother to take away the old version's description (or even mentioning that it's the description for the old mod). Also, needs moar pix of the update's contents


Sun Jul 19, 2009 7:04 pm
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Joined: Tue Dec 30, 2008 4:31 am
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Looks good, I can't wait to test it out for myself.

Also, the winged actor is awesome :D


Sun Jul 19, 2009 7:20 pm
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Joined: Sun Jan 11, 2009 5:27 pm
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
new sprites are very nice, love the new spec-ops guy except for his wings, maybe its just me but I prefer a jetpack, wings don't seem to fit with the faction =/

also liking the new ships, specially the drop pod


Sun Jul 19, 2009 9:30 pm
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Joined: Mon Jun 29, 2009 2:40 am
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Location: Deep below The Map of Mars
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
it threw me an error on:
CopperHead.rte\Devices\Weapons\PlasmaRound

It's a \ issue, so I went over it and fixed them with the magic of multi-document find and replace.
Found six in the omega cannon .ini in Belcher, the one in the right place, and the copy of it.
Found 3 in Pulsecannon.ini, 8 in pulsegrenade, 3 in pulsesaw, and 3 in thunder.

So here's a new version for other mac users, or people who want a standard markup.
Attachment:
File comment: Updated to have proper / marks.
CopperHead.rte.zip [671.97 KiB]
Downloaded 212 times


Last edited by PhantomAGN on Mon Jan 18, 2010 9:57 pm, edited 1 time in total.



Mon Jul 20, 2009 12:43 am
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Joined: Mon Jul 20, 2009 12:24 pm
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Update 1 turned this into a pretty fantastic mod. Everything feels like it clicks in the setting. My only complaint is the wings seem a little off, put with a plasma lance (which is nice), it's kind of fun to be an angel of death.

All in all, very good mod, and it's well balanced with the other pre-existing factions. Nice work.


Mon Jul 20, 2009 12:40 pm
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Joined: Wed Feb 27, 2008 4:04 am
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Aoops. Sorry,didn't even realize that / or \ made a difference. Will fix.


Mon Jul 20, 2009 3:11 pm
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Joined: Mon Jul 20, 2009 12:24 pm
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Not off like not on the actor, my bad. Just like they don't fit the faction very well. Jetpack would be better, but that's personal preference frankly.


Mon Jul 20, 2009 8:38 pm
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Joined: Sun Jan 11, 2009 10:54 am
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
the jetpack looks realy nice.
but the new unit (the crab) is looks like a realy forced releace and it should not be in the mod yet.


Mon Jul 20, 2009 9:34 pm
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Location: The hood
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Post Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Look at the portal gun coding for help with your craft idea, Maang; it may help you alot.


Mon Jul 20, 2009 10:33 pm
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