-RGA Faction- UPDATE 05/22/09-Build 23 Revision V4.0-
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
I got an idea for that guided missile.
Make a bunker module as a base extension that is a missile silo. Its basically a small room with 3 things:
Space for the guided missile to fit in. Missile dispenser (using grif's ABomb method) A cover door that would keep the silo sealed when no missiles are inside.
So basically you place the silo somewhere in your base so it has a clear way up. Then the missile dispenser itself is an attached actor to the bunker module using AddChildObject; just like door modules. When you want to get a missile, you select the missile dispenser guy and fire his "gun" and it will spawn a missile safely in your bunker. When the missile spawns, the cover door will open and you can take control of the missile and fly it anywhere you want.
Im planning on making something like this for AAL, maybe differently though.
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Wed Jul 16, 2008 10:20 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
I really like this idea but wont the missile i fire be team 3 or something because i tried making grenades make people but they were team 3. Also, if this doesn't happen, would you mind helping me make this? I'm not really sure how to do this.
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Wed Jul 16, 2008 2:51 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
fyher wrote: I really like this idea but wont the missile i fire be team 3 or something because i tried making grenades make people but they were team 3. Also, if this doesn't happen, would you mind helping me make this? I'm not really sure how to do this. Here's how the ABomb method works. 1. Make a dropship. 2. Make it contain the wanted actor[s] 3. Make a magazine and the DS as ammo 4. Link the magazine with the gun. 5. Do whatever to reduce recoil. Grif also said you can do any actors by adding this code to the DS's Add inventory Code: AddInventory = AHuman CopyOf = [Actor name] >> THAR Team = 0 ImpulseDamageThreshold = 3000 AddInventory = HDFirearm CopyOf = AK-47 AddInventory = HDFirearm CopyOf = Heavy Digger
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Sat Jul 19, 2008 1:52 pm |
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Divreus
Joined: Fri Jul 11, 2008 9:41 am Posts: 6
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
I have a suggestion for a unit,make a brain mech about 2x the size of the heavy soldier,with a hand mounted chain gun,rpg,and a rail gun,maybe a laser crossbow, maybe even laser Javelins?
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Sat Aug 02, 2008 4:56 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
I will consider it but i dunno about laser javelins, maybe a rail gun would work. I'll see what i can do.
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Sun Aug 03, 2008 2:27 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: -RGA Faction- UPDATE 7/14/08-New Sprites, New Tool-
Laser crossbow wouldn't work really.
We still can't get things to stick into people.
Plus why have a laser crossbow when you've got a railgun?
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Sun Aug 03, 2008 9:07 am |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
new update, everyone tell me what you think.
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Fri Nov 21, 2008 10:35 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
Do like the new additions, keep them coming! Are you planning to make a dropship too?
EDIT: The mod causes the game to crash. It says:
RTE Aborted Assertion failed: Reader has been fed bad Inventory MovableOjbect in Actor::Create
And yes, it does say Movable Ojbect, not object.
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Fri Nov 21, 2008 10:46 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
The actors look nice, kinda lookalike, but still nice... also, i think red doesn't fit those rockets too well, but i ain't gonna dump this because of that, so im just going to test this out.
Edit:Until that error above me D:
Last edited by Marloss on Fri Nov 21, 2008 9:01 pm, edited 1 time in total.
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Fri Nov 21, 2008 1:53 pm |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
I got the same error, I'll search through my code and see if theres anything i can do.
UPDATE: So i tried a few things, turns out cortex command doesn't like loading the RGA Commander. There doesn't appear to be anything wrong with it's code so i don't know what to do. Help is really appreciated.
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Fri Nov 21, 2008 6:12 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
fyher wrote: I got the same error, I'll search through my code and see if theres anything i can do.
UPDATE: So i tried a few things, turns out cortex command doesn't like loading the RGA Commander. There doesn't appear to be anything wrong with it's code so i don't know what to do. Help is really appreciated. Judging by the error message, I'd say that there's something wrong in your declaration of an MOPixel, MOSRotating, or MOSParticle. Go around and make sure you didn't do MOPixle or some silly little screw-up like that. You don't ever get errors like this for no reason. Its always something you screwed up. You've narrowed down the part of the code that has the error, so now you just need to be vigilant and keep looking for the littlest error. Here, I figured it out for you: when defining the RGA Commander, when you added B-01 grenades, you had Code: AddInventory = TDexplosive CopyOf = RGA B-01 The E in TDExplosive should be capitalized. See, the error basically said that you tried to give a badly defined piece of inventory to an actor. It was that misspelling. Edit: Attachment:
File comment: Terrain rape much?
ScreenDump000.bmp [ 1012.55 KiB | Viewed 4171 times ]
Bullets just shouldn't go through the ground this much. All your weapons are pretty much overly penetrating. You need to tone it waaaaaaaaay down. Look how the vanilla stuff does it, then work from there. Don't just throw in huge numbers because "your faction is powerful" or something. Trust me, I know from experience.
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Fri Nov 21, 2008 6:34 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
^ Helpful member is helpful. Listen to this man - he knows a great deal.
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Fri Nov 21, 2008 7:27 pm |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
Damn right he does
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Fri Nov 21, 2008 9:02 pm |
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fyher
Joined: Wed Aug 29, 2007 4:09 am Posts: 239 Location: The land of Pwnt
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Re: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
Thanks for the help Darlos, I'll fix the rte and the weapons right now.
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Sat Nov 22, 2008 11:23 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: -RGA Faction- UPDATE 11/21/08-Build 22 Revision-
jesus ♥♥♥♥ the actors look beautiful.
The guns not so much.
But for the sharpness what you gotta do is tone down the sharpness first, then tone down everything a little (including sharpness) and add on a new bullet and make the bullet spread 0. if you don't have the desired effect just rinse and repeat (don't do the first step tho).
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Sat Nov 22, 2008 11:35 pm |
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