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gulstaff
Joined: Fri Sep 12, 2008 2:13 pm Posts: 51 Location: Not so sure...
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Re: Dirt Modules
sam123486 wrote: Make it an animated collapse, so it wont just "appear". I think the "Obelisk" mod's destructible crap can help out with that. Not sure if you can actually animate the dirt caving in...
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Sat May 15, 2010 6:51 pm |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Dirt Modules
sam123486 wrote: Make it an animated collapse, so it wont just "appear". This [User was warned for this post - one word post providing no content - p3lb0x]
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Sat May 15, 2010 6:55 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Dirt Modules
You could also have it gib several pined emitters that emit alot of dirt.
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Sun May 16, 2010 12:06 am |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dirt Modules
yep, good idea.
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Sun May 16, 2010 1:47 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Dirt Modules
Hmm. How interested would people be in continued development of this? I'll definitely try to get a sexier collapse animation, at the very least.
When I stopped making this, I was thinking about making half-size animal tunnels, and possibly larger reinforced tunnels. Does anyone want either of those? Or something else entirely?
I would quite like to make some more surface foxholes and trenches in the style of Sashi's stuff, thinking about it.
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Sun May 16, 2010 10:21 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dirt Modules
I think there should be more slow collapsing tunnels, like where you shoot once, some dirst falls in, shoot twice, dirt starts leaking in, shoot 3 times, it starts to cave in, shoot 5 times, complete collapse of section. There should be more collapse parts, like vertical tunnels and curves. You could use the gibbing systems that are used in the obelisk for the collapse. I think that the different sizes is a good idea. You should also make ordinary bunkers collapsable, like brain vault. It would have the collapse activator about in the middle of the roof of the bunker.
[edit]Oh, and sorry for the huge word wall of 2 hour read times.[/edit]
(Testing out the codes that are on this forum, because I was on a forum that has an edit code earlier)
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Mon May 17, 2010 1:42 am |
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Tearagion
Joined: Mon Jan 11, 2010 12:41 am Posts: 78
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Re: Dirt Modules
Like what Sam said, if you shoot it, an emitter spawns and emits dirt, but for a short period of time, if you break the ceiling plank of wood, you could have an emitter that emits alot of dirt, or just a sexy animation.
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Mon May 17, 2010 2:01 am |
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Dylanhutch
Joined: Sun Apr 25, 2010 12:04 am Posts: 303 Location: Australia
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Re: Dirt Modules
This Mod...Not "Moderator" like say... Grif is awesome! Thanks a lot, but BG supports would be good.
As for the dirt callapsing, Make it spawn gibs?
off topic comment redacted
-G
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Mon May 17, 2010 8:00 am |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dirt Modules
This is starting to die. I'm trying to revive this with an idea: How about a brain bunker made of dirt?
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Fri May 21, 2010 12:18 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Dirt Modules
Naw, I'm just working on it very slowly. Any ideas are appreciated though, and I rather like the idea of a (not specifically brain related) reinforced underground room thingy.
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Fri May 21, 2010 1:49 pm |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Re: Dirt Modules
You mentioned before that you were looking for sounds for wood cracking. I would recommend using sounds from Half-life 1. It has alot of really great sound files that are small. You should be able to find what your looking for. I could also upload it for you, since I have the game.
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Fri May 21, 2010 2:37 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Dirt Modules
Gotcha! gave me a bunch of great sounds, so I'm covered pretty well, I think.
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Fri May 21, 2010 4:07 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Dirt Modules
I really like the concept here, and as I like to RP my CC games, I use these when playing ronin.
My only gripe is that the "collapse" is only practical when you're standing right under it, or very close.
I'd like some kind of "trap", either the surface spikes we've seen before (with the insta-kill lua used in MP3) or a pressure-pad/tripwire/whatever triggered collapsing tunnel.
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Sat May 22, 2010 12:01 am |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Re: Dirt Modules
All this plus traps makes for a good idea. If we get all this stuff, I will make an Indiana Jones actor and run through it all, shooting at Ronins. All the while, humming the theme song to myself. BU-BU-BAAHHHHH!!!!
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Sun May 23, 2010 8:04 am |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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Re: Dirt Modules
If you make the collapse a bit slower, like an animated collapse, or just some emitters, then I will be able to do my CC machinima. I will give credit for the tunnel.
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Sun May 23, 2010 1:45 pm |
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