View unanswered posts | View active topics It is currently Wed Dec 25, 2024 6:08 pm



Reply to topic  [ 105 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
 Organic Bunkers 20 May 2009 update, CnC still needed 
Author Message
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Geno wrote:
Am I the only one thinking flood? I mean that would be the perfect faction for cc you could see if u can borrow the code from the person that made the mod that turns people into zombies only make a weapon that causes actors to turn into flood. that would be so cool

Or or or it could just be something original.


Thu Apr 23, 2009 12:03 am
Profile YIM

Joined: Sun May 18, 2008 5:02 pm
Posts: 380
Location: Florida
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Geno wrote:
Am I the only one thinking flood? I mean that would be the perfect faction for cc you could see if u can borrow the code from the person that made the mod that turns people into zombies only make a weapon that causes actors to turn into flood. that would be so cool


Yes, yes you are the only one thinking of the flood.
And Halo mods have always failed.


Thu Apr 23, 2009 1:36 am
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Force conversion is possible, though flood idea is fail.

Just have a turret that fire insta kill stuff and spawninginivisible TDExplosive.


Thu Apr 23, 2009 2:07 am
Profile

Joined: Wed Apr 30, 2008 3:26 am
Posts: 3
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
On the topic of dropships, why not just make little spawning organs? It would be like the zombie generator in the Zombie caves, but would pop out a weird little alien creature whenever you "fired" it. Then you could have different spawners for various units and weapons.


Thu Apr 23, 2009 2:37 am
Profile
User avatar

Joined: Wed Feb 25, 2009 2:45 am
Posts: 346
Location: Funkytown
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
These are pretty cool indeed, but they don't feel very CC like. They just feel out of place. Still very cool just not for me.


Thu Apr 23, 2009 3:01 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
I quite like the cell glob drop pod idea, Flammablezombie. And Soldat, excellent idea! I think it's probably gonna be self-expanding stem cells though (pop some seed with a really thin skin (like some SRC bombs) and watch them grow) and the bunkermodule probably get one or two kinds of ACrabs to hold the seed-poppers. There could be forced conversions, but I don't know how to implement it without sounding too cliche. Maybe a turret for this stuff.

So, good ideas:
-cell AHumans
-different kind of cell ACrabs (and possibly jumping kamikaze ones too)
-cell glob drop pod!
-a 'replicator' bunker module, possibly with AEmitters for insta-actors
-various kinds of turrets (acid and seed/spore shooter)

and, maybe something like a Lurker in StarCraft... something with big underground tentacles. Dunno how to implement this yet.


Thu Apr 23, 2009 8:04 am
Profile YIM WWW
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Grif wrote:
Needs more sphincter doors.

I concur.


Thu Apr 23, 2009 3:53 pm
Profile WWW
User avatar

Joined: Mon Feb 11, 2008 11:11 pm
Posts: 711
Location: East of Applachia, West of the Mississippi
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Stop pushing him to such impossibly high standards, this is going to end up like the Bear Faction again when people started suggesting ♥♥♥♥.


Fri Apr 24, 2009 1:22 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Don't worry man, only good ideas I'll work on. To sharpen the fangs of code. But, with no deadline, so that means you guys be very very patient. I will, however, credit the ideas I do use.


Fri Apr 24, 2009 8:36 am
Profile YIM WWW
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Shard wrote:
Halo fails.


Indeed it does.
I think this'd be great with pinned MOSRotatings that can be wounded (use that pinned dropcrate for reference maybe?), so when you shoot it it oozes slime rather than behaves like dirt or cement.


Fri Apr 24, 2009 11:29 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Allright, lemme try that, Exalion. That may result in fewer parts... I mean, there's probably about 3-4 MOSrots for segments, so for example the Womb would have 8 MOSrots tacked on, all of which are of two MOSrot type (side and corner) but at different angles. For the Tracheas there'll be six MOSrots (all of them sides)... something like that.

BUT!
anybody know the limit for MOSrots in a Cortex session?
This is for de-laggability.


Fri Apr 24, 2009 2:11 pm
Profile YIM WWW
User avatar

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!
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Halo doesn't 'fail', but it doesn't stand out.


Fri Apr 24, 2009 6:09 pm
Profile

Joined: Sun May 18, 2008 5:02 pm
Posts: 380
Location: Florida
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Exalion wrote:
Shard wrote:
Halo fails.


Indeed it does.
I think this'd be great with pinned MOSRotatings that can be wounded (use that pinned dropcrate for reference maybe?), so when you shoot it it oozes slime rather than behaves like dirt or cement.


wut?

I don't ever recall saying that, or did I?
Oh, I said the mods fail, though the game is decent.


Fri Apr 24, 2009 9:13 pm
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
I quote butchered :wink:

Glad you're trying it out, carriontrooper.


Sat Apr 25, 2009 8:34 am
Profile
User avatar

Joined: Sun Jul 13, 2008 11:19 am
Posts: 45
Reply with quote
Post Re: Organic Bunkers (Need some c&c and whatnot)
Forums are wonderful things
you come up with a creative idea and you have a load shoved down your throat.
I trust you can dig through the junk and find a mod the works.
Good luck

PS A R-Type aesthetic would be nice


Sat Apr 25, 2009 1:49 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 105 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.241s | 13 Queries | GZIP : Off ]