| Author | Message | 
        
			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Crab Soldier and Growth Pod with setable rally pointChange Code:    if self:GetController():IsState(Controller.WEAPON_FIRE) and self.GeneratorTimer:IsPastSimMS(5000) thento Code:    if self.GeneratorTimer:IsPastSimMS(5000) then
 
 | 
		
			| Tue Oct 06, 2009 10:33 pm | 
					
					   | 
	
	
		|  | 
	
			| CrazyMLC 
					Joined: Fri Dec 22, 2006 4:20 am
 Posts: 4772
 Location: Good news everyone!
   |   Re: Crab Soldier and Growth Pod with setable rally pointOops, didn't realize you had to fire. That was my mistake. 
 
 | 
		
			| Tue Oct 06, 2009 11:35 pm | 
					
					     | 
	
	
		|  | 
	
			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Crab Soldier and Growth Pod with setable rally pointHaven't tried it yet. But I think able to switch it on and off would be most convenient for the user. 
 The new head looks good on its own. I'll DL this and test it when I get home.
 
 
 | 
		
			| Wed Oct 07, 2009 12:34 am | 
					
					   | 
	
	
		|  | 
	
			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Growth Pod *Update(10-7-09) Jumpers,Signals,Toggle AutoSpawnUpdate. Added togglable auto spawn, jumper soldier (which currently acts as a heavy(sorta)) and signals to indicate when the pod is ready to spawn another unit. Aaand of course some easy to change variables in a big box in the Lua script. Vars you can change are: Code: ------------------------- The variables here can be changed to alter various properties of the growth pod.
 
 self.autospawntriggerdelay = 500; -- the delay between auto spawn toggles.
 self.lightspawncooldown = 5000; -- the cool-down time after spawning a light unit. (milliseconds)
 self.heavyspawncooldown = 8000; -- the cool-down time after spawning a heavy unit. (milliseconds)
 self.lightunittoheavy = 3; -- when auto spawn is on, a heavy unit spawns after this number of light units produced. 0 is always heavies. A negative number is always lights.
 
 --------------------
 
 | 
		
			| Thu Oct 08, 2009 12:12 am | 
					
					   | 
	
	
		|  | 
	
			| Flammablezombie 
					Joined: Wed Jan 14, 2009 7:12 pm
 Posts: 1525
 Location: In between your sister's legs, showing her how to use a... PS3 controller!
   |   Re: Growth Pod *Update(10-7-09) Jumpers,Signals,Toggle AutoSpawnMmmkay. I love the jumpers (FROG-MEN!!!) Buuut... it needs a brain unit. Mega crab anyone? 
 
 | 
		
			| Thu Oct 08, 2009 11:15 am | 
					
					   | 
	
	
		|  | 
	
			| The Decaying Soldat 
					Joined: Thu May 15, 2008 11:40 am
 Posts: 1527
 Location: In heaven, everything is fine.
   |   Re: Growth Pod *Update(10-7-09) Jumpers,Signals,Toggle AutoSpawnThe jumpers should be a light unit in my mind, while the crab being the heavier one, if according to their original forms.
 I'm starting to find the crab soldier cute :3
 
 
 | 
		
			| Thu Oct 08, 2009 1:24 pm | 
					
					   | 
	
	
		|  | 
	
			| Dr. Evil 
					Joined: Mon Aug 17, 2009 3:00 am
 Posts: 242
 Location: The Great White North
   |   Re: Growth Pod *Update(10-7-09) Jumpers,Signals,Toggle AutoSpawnVery nice!One bizarre thing though, I left a base defended solely by these for, oh, maybe 20 minutes, and when I returned I discovered that while the Growth pod was still spawning actors on my side, it itself was no longer on my team and had moved approximately one actor's length from its original position.
 To clarify, the pod was not on my team, but was also not on the enemy's team.
 
 
 | 
		
			| Thu Oct 08, 2009 10:51 pm | 
					
					   | 
	
	
		|  | 
	
			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Growth Pod *Update(10-7-09) Jumpers,Signals,Toggle AutoSpawnDr. EvilIt could just be an over-load of actors.
 Also, I'm working on menus for all of the features instead of memorizing which button does what.
 
 
 | 
		
			| Thu Oct 08, 2009 11:34 pm | 
					
					   | 
	
	
		|  | 
	
			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuBumpdate. Added Mega crab and a fully functional menu you can access by holding fire. Once opened, use left, right, up, and down to navigate through the five options you have. The Menu can:-Spawn a Jumper Soldier(1)
 -Spawn a Crab Soldier(2)
 -Spawn a Mega Crab(3)
 -Toggle auto-spawn(infinite sign)
 -Cancel(X)
 
 
 | 
		
			| Fri Oct 09, 2009 2:41 am | 
					
					   | 
	
	
		|  | 
	
			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuMost fun I've had in CC for ages.
 The crabsoldiers are really well sprited and work really well. Excellent light, cheap soldier.
 
 
 | 
		
			| Fri Oct 09, 2009 2:49 am | 
					
					   | 
	
	
		|  | 
	
			| Foa Data Realms Elite 
					Joined: Wed Sep 05, 2007 4:14 am
 Posts: 3966
 Location: Canadida
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuThis is a very fun mod, especially when you pit three pods, vs three pods, and make the waypoints go to eachother.Don't get me started on the many troops and the many dead bodies, and the large ass crossfires that resulted.
 
 
 | 
		
			| Fri Oct 09, 2009 5:54 am | 
					
					   | 
	
	
		|  | 
	
			| CrazyMLC 
					Joined: Fri Dec 22, 2006 4:20 am
 Posts: 4772
 Location: Good news everyone!
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuI think the next step is to make a map where your brain is a Growth Pod and you have no funds; Where you are pitted either against a base or another Pod.Love the updates.
 
 
 | 
		
			| Fri Oct 09, 2009 6:25 am | 
					
					     | 
	
	
		|  | 
	
			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuThen you should at least make two different pods, one for jumpers and one for crabs, because it would be more fun to pit jumpers against crabs than to put crabs against crabs i think. 
 
 | 
		
			| Fri Oct 09, 2009 3:28 pm | 
					
					   | 
	
	
		|  | 
	
			| Samohan25 
					Joined: Fri Jul 24, 2009 9:03 am
 Posts: 159
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuAre there ways of changing the sprites easily? so that you can create a new version for say the coalition, you could have one for every faction!Some would need multiple menues, so for darkstorm say you have a menue like the original and 1 is a shinobi, 2 is a shogun and 3 goes to another menu fer specialised shoguns, and that would have 1 as coil gun, 2 as point defence and 3 as specialist with the down or auto-spawn going back, then point defence could contain a PD shogun and the coil gun version, in specialist you could get 1 electro, 2 pyro and 3 cryo.
 
 Overall even at it's current stage it is amazing, sadly the only person who plays cortex command with me refuses to play 1v1 games, only coop skirmishes.
 
 
 | 
		
			| Fri Oct 09, 2009 5:17 pm | 
					
					   | 
	
	
		|  | 
	
			| MaximDude 
					Joined: Wed Nov 22, 2006 3:19 pm
 Posts: 2073
   |   Re: Growth Pod *Update(10-8-09) MegaCrab and Functioning MenuSweet update.Now I can has some wildlife wars.
 
 
 | 
		
			| Fri Oct 09, 2009 5:30 pm | 
					
					   | 
	
	
		|  | 
	
	
		|  |