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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: Crobotech Mod Beta 2
These have to be the most well-sprited and coded actors I've ever seen. Offsets, walkpaths, and even Crawlpaths are excellent. The bloody things can even climb. Very few modded actors can do that.
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Mon Jul 28, 2008 5:52 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Crobotech Mod Beta 2
Ocular Bleeding wrote: These have to be the most well-sprited and coded actors I've ever seen. Offsets, walkpaths, and even Crawlpaths are excellent. The bloody things can even climb. Very few modded actors can do that. Very few vanilla actors can climb.
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Mon Jul 28, 2008 6:08 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
Ugh. Mine can't climb. I've even tried to fix it. I gave up.
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Mon Jul 28, 2008 12:45 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Crobotech Mod Beta 2
CandleJack wrote: Ocular Bleeding wrote: These have to be the most well-sprited and coded actors I've ever seen. Offsets, walkpaths, and even Crawlpaths are excellent. The bloody things can even climb. Very few modded actors can do that. Very few vanilla actors can climb. Dude, even the dreadnoughts (god that's hard to spell) can climb. It just depends how bulky the weapon you're holding is, and if you're looking up.
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Mon Jul 28, 2008 7:33 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
ACrabs are weird like that. AHumans are a completely different story.
So yeah, replace the "actors" in what CandleJack said with "AHumans."
Hopefully in B21 acto::gets abducted by CandleJack::
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Mon Jul 28, 2008 9:37 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
/me gets roasted. i know my place, and i know i dont know everything. and i didnt change the quotename, i typed it from scratch, and copied the quote. and there are so many things i could say about "in his place"... [/offtopic_anger] darlos, maybe try making the speed of the path.. less. as the darklones bump and slip around on the ground, how do you think they'd go on a ladder? my vanilla actors climb fine.. but the fact that the crobos can makes them awesome. especially with their droolfeet... damnit these things are so well designed! *applauds*
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Tue Jul 29, 2008 3:40 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Darlos9D wrote: Ugh. Mine can't climb. I've even tried to fix it. I gave up. Try making them as slow as a dummy. See if that works.
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Tue Jul 29, 2008 1:37 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
There's separate limb paths for climbing. I have those set to the same speed and strength as regular dummies. They still tend to shove themselves away from the wall for some reason.
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Tue Jul 29, 2008 1:59 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
could it be attachables colliding with the ladder? ill have a look now... *checks* ohkay. i can climb with them if i use my jet. but thats about it... i dont even know whats happening, its wierd. just sort of mauled the ladder. crobo did it happily though
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Fri Aug 01, 2008 10:50 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: Crobotech Mod Beta 2
♥♥♥♥ sticky particles, nuff said.
If you make your actor's arms long enough (or give him doc ock style climbing arms that are somehow only used in climbing *write this ♥♥♥♥ down modders*) and put sticky on the end of them i don't see why we couldn't have gecko armies.
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Fri Aug 01, 2008 7:29 pm |
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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: Crobotech Mod Beta 2
I thought the sticky particles thing was more for sprayers... Instead of the concrete compressing into a flat pancake, it actually piles up, as in Falling sand, etc. Could be wrong though. Doc Oc arms... Hmm... Well, now I know someone's going to make a Lazer collection reference.
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Fri Aug 01, 2008 9:06 pm |
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Requisite
Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
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Re: Crobotech Mod Beta 2
Doctor Octagonopus BLAAAAH.
That aside, this pack is great.
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Fri Aug 01, 2008 10:03 pm |
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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: Crobotech Mod Beta 2
Not a pack, it's a faction.
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Fri Aug 01, 2008 10:36 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Crobotech Mod Beta 2
It's...both? Jesus christ it's not like they're mutually exclusive.
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Fri Aug 01, 2008 11:16 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: Crobotech Mod Beta 2
Yes, But they are kinda different. Packs are most often a small collection of guns, Maybe one or two actors, While factions often have many actors and a whole lot of guns. Also, Factions most often have a background and story, While packs often don't.
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Fri Aug 01, 2008 11:23 pm |
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