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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Crystals + Modules
I'm going to test this out, try it in a skirmish match, and defend against an insane horde of AAL Soldiers. If my bunker barely gets penetrated, then I will believe you. So far it looks very nice, though.
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Fri Jun 25, 2010 2:36 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals + Modules
It's not full proof a heavy sniper goes 3/4 through it but it is very stronger then the normal bunker modules
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Fri Jun 25, 2010 2:48 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Crystals + Modules
This is amazing! Now your bunker can give more than it costs! How did you change the amount of money for the gold, or in other wards crystal?
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Fri Jun 25, 2010 5:07 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals + Modules
theevilovenmit gave me a Lua script that changes any particle/material with a specific mass in to gold when the particle that the script is attached to hits it
But that each particle gives so much is kind of a glitch
EDIT UPDATE : added the rocket silo and 2 weapons
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Fri Jun 25, 2010 8:48 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Crystals + Modules + Weapons
I don't see the weapons...
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Sat Jun 26, 2010 6:07 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: Crystals + Modules + Weapons
The .ini for modules list the same preset name twice for the closed tomb and rocket silo, when you go to the list it shows the rocket silo with the name closed tomb, the closed tomb module itself doesn't come up on the list. Also, the silo doesn't line up with the corridors properly.
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Sat Jun 26, 2010 6:22 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals + Modules + Weapons
Sakiskid wrote: I don't see the weapons... there suppose to be under weapons the module icon is a crystal Spoot Knight wrote: The .ini for modules list the same preset name twice for the closed tomb and rocket silo, when you go to the list it shows the rocket silo with the name closed tomb, the closed tomb module itself doesn't come up on the list. Also, the silo doesn't line up with the corridors properly. Fixed the name problem (will update very soon), the background for my rocket silo is the same as the vanilla one if you go in to base.rte/scenes/Objects you would see that i just pasted the background onto mine
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Sat Jun 26, 2010 11:11 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Crystals + Modules + Weapons
Oh I'm sorry I wasn't clear. Lol I meant weapon pics in the OP
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Sat Jun 26, 2010 11:48 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: Crystals + Modules + Weapons
BrainChild wrote: Fixed the name problem (will update very soon), the background for my rocket silo is the same as the vanilla one if you go in to base.rte/scenes/Objects you would see that i just pasted the background onto mine I don't think you quite understood what I'm trying to say.
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Sun Jun 27, 2010 4:15 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Crystals + Modules + Weapons
The offsets are simply a bit off on the silo.
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Sun Jun 27, 2010 9:56 am |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: Crystals + Modules + Weapons
It's still an inconvienence since the crystal corridors don't align with their silo without the use of exact placement.
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Sun Jun 27, 2010 5:20 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Crystals + Modules + Weapons
Never said it wasn't.
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Sun Jun 27, 2010 8:39 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals + Modules + Weapons
Sorry for the inconvenience , I'm trying to fix it but I accidentally deleted some kind of tool bar in my Painshop pro so I'm tying to find the files and reinstall it so that I can fix it
sorry
EDIT : I give up , I tried to fix it but I cant
Is it so bad that I have to remove it Y/N If you really think it's so bad could someone please fix it
sorry but I just can't need ideas for something to make
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Sun Jun 27, 2010 10:51 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Crystals(Gives Money) + Modules + Weapons
I found them a bit plain, so I glowed them, now I'm using shiny ones.
Just one idea, wild crystal gibs as defense.
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Tue Jun 29, 2010 5:23 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Crystals(Gives Money) + Modules + Weapons
Naxete wrote: Just one idea, wild crystal gibs as defense. As in like a crystal that when destroyed explodes ? or As in when you run or touch it it hurts or kills you ?
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Tue Jun 29, 2010 5:45 pm |
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