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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP]Telekinetic Wielder - Beta Release
It seems like it works well, though you might want to set the gun to not get hit.
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Mon Jul 20, 2009 6:36 am |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: [WIP]Telekinetic Wielder - Beta Release
But if the gun never gets hit that would be imbalanced, and we can't have that can we?
I dunno, its a minor inconvience, but you can quickly get any other weapon lying on the ground. Is there a way to give weapons shielding(tk force field) once you tk wield them? That way any weapon you pick up with this tool can take some extra damage but still be destroyed eventually.
This game is really turning into X-men or something.
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Mon Jul 20, 2009 5:12 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: [WIP]Telekinetic Wielder - Beta Release
I found a problem: If you tk wield the homing rocket launcher, it will lock on to you.
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Mon Jul 20, 2009 5:58 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP]Telekinetic Wielder - Beta Release
Because it can't find whoever fired it, so it'll just hunt down the closest unit. It not a bug with this mod, its a bug with the RL.
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Mon Jul 20, 2009 6:16 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: [WIP]Telekinetic Wielder - Beta Release
Make one that "has your back" make it go behind your actor's back and shoot the opposite direction of where you are shooting.
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Mon Jul 20, 2009 6:18 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [WIP]Telekinetic Wielder - Beta Release
Or just make it an actor and have it shoot enemies automatically.
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Mon Jul 20, 2009 6:25 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: [WIP]Telekinetic Wielder - Beta Release
Phatmonkey wrote: But if the gun never gets hit that would be imbalanced, and we can't have that can we? You're holding a floating weapon of any size above your head, and you're worried about balance?. Hmm. Kyred, you should add a mass check to the gun and then make the velocity as it moves a factor of mass. And if it's too heavy it should crush the actor.
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Mon Jul 20, 2009 7:31 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: [WIP]Telekinetic Wielder - Beta Release
If the bullets it shoots are too heavy the recoil should knock it out of your telekinetic grasp.
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Mon Jul 20, 2009 8:13 pm |
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BlackNecro
Joined: Sat Dec 02, 2006 12:41 am Posts: 27 Location: Germany
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Re: [WIP]Telekinetic Wielder - Beta Release
I vote for a slowly increasing offset (increasing as in increasing with every shot) both, back as well as slowly rotating away from your target (increased recoil that actually can start shooting the sky). And if the whole thing moves too far away let it drop and maybe continue to shoot for a second or two (and thus accidently harm you if you aren't careful :3)
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Mon Jul 20, 2009 8:55 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [WIP]Telekinetic Wielder - Beta Release
CaveCricket48 wrote: I found a problem: If you tk wield the homing rocket launcher, it will lock on to you. That's awesome! Simple solution though, use the normal rocket launcher
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Tue Jul 21, 2009 7:57 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: [WIP]Telekinetic Wielder - Updated!
I updated the mod. It includes the new movable mode and a glow effect (vanilla blue glow). I also made a few bug fixes.
Still needs a bit more work though.
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Sun Jul 26, 2009 7:46 am |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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Re: [WIP]Telekinetic Wielder - Updated!
I wasn't sure which thread to put this in, but I'm going for this one, as it's just an issue if you use it.
When you use this on the Particle Accelerator, it doesn't charge, and just immediately releases. Just informing you, as it might be pretty awesome to use two PAC's together.
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Sat Aug 08, 2009 7:14 pm |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: [WIP]Telekinetic Wielder - Updated!
Yeah, the PAC will do that if it doesn't find a body within about 30 pixels of the center of the gun itself. The Tele Wielder holds the PAC about 50 pixels over the owner's head, so it won't be able to find it.
Same thing happens if you try to use the homing launcher, as the rocket might lock on to you.
EDIT: On a side note, I just finished documenting my code for this. I have comments and explainations for almost every like of code.
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Sat Aug 08, 2009 8:36 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: [WIP]Telekinetic Wielder - Updated!
The best combo would obviously be holding a heavy digger and TK wielding a PAC within 30 pixels to create a constant "feed" to the PAC. Mow the map and blow it in someone's face. I did something similar with mail's slave clone. Had my main actor hold the PAC while the slave clone was nearby digging material I could feed the PAC with.
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Sun Aug 09, 2009 12:51 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [WIP]Telekinetic Wielder - Updated!
LowestFormOfWit wrote: The best combo would obviously be holding a heavy digger and TK wielding a PAC within 30 pixels to create a constant "feed" to the PAC. Mow the map and blow it in someone's face. I did something similar with mail's slave clone. Had my main actor hold the PAC while the slave clone was nearby digging material I could feed the PAC with. Here's an idea. Hold the PAC, and then TK wield a concrete sprayer. Raep much?
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Sun Aug 09, 2009 12:59 am |
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