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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
I thought all of the Specialist weapons were at 0 cost of Funds already...
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Thu May 12, 2011 11:14 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The Old West
No they aren't. I mean, when you buy your actors, the guns are free, but if you order them and return them inmediately, you will recieve the cash from the guns.
And if you place them on a skirmish fight, during the bunker building phase, they will charge you the actor and everything that comes with them. That's why they need GoldCost = 0.
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Thu May 12, 2011 11:54 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
Nevermind I got it. New update.
So as for the mod, I was thinking I could change it into a Cowboys vs. Aliens kind of style.
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Sat May 14, 2011 3:45 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: The Old West
so are you going to sprite aliens i could do some sketches ?
or did i just completely miss the point of your post
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Sat May 14, 2011 1:52 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
I'm probably going to make some UFO's or other. Might have weapons from the movie but I need to learn how to sprite actors. To tell you the truth I don't think this is accually going to happen.
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Sat May 14, 2011 4:52 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: The Old West
well its better to try and fail than to give up
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Sat May 14, 2011 4:58 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
No, what I'm saying is that adding aliens to the mod may tke away from it. I think it should stay as the Old West style. And also, can you please think of things to add to the mod?
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Sat May 14, 2011 5:01 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The Old West
An ACrab that is a horse with a cowboy mounted on him.
Complex, maybe hard to sprite, but possible.
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Sat May 14, 2011 5:24 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
I have thought about horses...
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Sat May 14, 2011 6:38 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: The Old West
indians with tomahawks maybe ?
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Sat May 14, 2011 6:47 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
And bows, maybe some Indian muskets.
Edit: How would I add spin to the tomahawk?
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Sat May 14, 2011 6:54 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Old West
The value AngularVel would do it. Make sure your OrientToVel is cut out.
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Sat May 14, 2011 10:30 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The Old West
Or it could be a MOSParticle with many frames of the tomahawk rotating.
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Sun May 15, 2011 12:10 am |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: The Old West
AngularVel would work better I think, since it would actually be a rotating solid rather than a solid that appears to be rotating. I don't think their are any performance pros or cons between the two, and using AngularVel would require only one sprite anyways.
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Sun May 15, 2011 4:46 am |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: The Old West
Okay, so I have got spin on it. Only problem is that it's a thrown device and does no damage on impact.
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Sun May 15, 2011 2:00 pm |
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