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Dragster
Joined: Thu Nov 30, 2006 8:49 pm Posts: 158
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 Re: Duke Nukem mod
maybe make the weapons look more like the weapons from duke nukem?
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Wed Sep 01, 2010 6:27 pm |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 Re: Duke Nukem mod
Dragster wrote: maybe make the weapons look more like the weapons from duke nukem? weapons are from "Duke Nukem Manhattan Project" Attachment:
DukeNuk'emsetup.bmp [ 469.8 KiB | Viewed 5162 times ]
I'll make the retro weapons sometime 
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Wed Sep 01, 2010 8:03 pm |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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 Re: Duke Nukem mod
Awesome; but the Duke needs steroids, if only to kick more ass than he already does (Which isn't really much right now) What I really mean is add steroid items that the moment you hit fire you use them and... Well, you know what comes next.
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Thu Sep 02, 2010 12:17 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 Re: Duke Nukem mod
Zoroaster wrote: Awesome; but the Duke needs steroids, if only to kick more ass than he already does (Which isn't really much right now) What I really mean is add steroid items that the moment you hit fire you use them and... Well, you know what comes next. well that would need lua & I can't script to save my life weapons that need lua 1. Pipe bombs & detonator: toss & boom. 2. Shrink gun: removes all weapons and makes them really small.. for a squishy ending. 3. Freeze gun: self explanatory . 4. Health kits: 25% & 50% packs. 5. Steroids: makes him 50% to 75% faster.
optional 6. Kungfu kick & boot powerup
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Thu Sep 02, 2010 12:54 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Duke Nukem mod
XANAX Corp. wrote: for a squishy ending You'll want to be also decreasing their gibimpulselimit then.
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Thu Sep 02, 2010 7:37 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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 Re: Duke Nukem mod
411570N3 wrote: XANAX Corp. wrote: for a squishy ending You'll want to be also decreasing their gibimpulselimit then. good idea thanks 
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Thu Sep 02, 2010 7:42 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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 Re: Duke Nukem mod
Duke, dies in seconds.
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Thu Sep 02, 2010 9:41 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: Duke Nukem mod
This is CC, everything dies in seconds.
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Thu Sep 02, 2010 10:03 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Duke Nukem mod
I challenge you to find something that lasts longer than 10 seconds under the ypsilon's initial cannon. Or even a DSTech lance/massive cannon.
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Thu Sep 02, 2010 10:04 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 Re: Duke Nukem mod
411570N3 wrote: I challenge you to find something that lasts longer than 10 seconds under the ypsilon's initial cannon. Or even a DSTech lance/massive cannon. Areku's wraith? I never use such stupidly high amounts of energy for win.
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Fri Sep 03, 2010 9:56 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Duke Nukem mod
The thing is, even a woundless object falls to that kind of punishment, because after ten seconds it will have fallen off the map.
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Sat Sep 04, 2010 6:14 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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 Re: Duke Nukem mod
411570N3 wrote: The thing is, even a woundless object falls to that kind of punishment, because after ten seconds it will have fallen off the map. What about orbit lands? 
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Sat Sep 04, 2010 9:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Duke Nukem mod
It'll get pushed off the bottom.
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Sat Sep 04, 2010 9:49 am |
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helifreak
Joined: Tue Apr 07, 2009 8:24 am Posts: 193 Location: Australia
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 Re: Duke Nukem mod
What about Momentum Mountain? It has y-loop so you cant go off the bottom 
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Sat Sep 04, 2010 11:59 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: Duke Nukem mod
Assuming GibImpulseLimit doesn't overflow when you set it high enough to survive, the actor will constantly speed up until it hits the hard velocity cap and disappears.
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Sat Sep 04, 2010 12:09 pm |
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