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 The Pelian Army *Update: Jun. 22nd '12* 
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Shook wrote:
Reducing the raep capabilities of the MOPixels would make it too harmless i think, looking away from the fact that you might on the wrong side of a 1.2 ton rocket traveling at 100 km/h.

Oh, not reducing their effectiveness, but decreasing the mass and keeping the sharpness the same. I think that should still give you plenty of pain with less terrain damage. I could be wrong, but it worked for an MOPixel with 0.01 mass and 200 sharpness shot at 200, it rarely travels more than 7 or 8 pixels into sand while retaining plenty of killing power.
Shook wrote:
I don't really get what you mean by phasing emitter, though, and how it should be used...

I misspoke, apparently it's not an emitter. I'm talking about the effect Roon3 got with his inaptly named railcannon, how sharp MOPixels can go through terrain without harming it. I think the key there is setting the priority of the material to 0. Roon3, feel free to correct me.


Fri Mar 13, 2009 10:50 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Duh102 wrote:
Oh, not reducing their effectiveness, but decreasing the mass and keeping the sharpness the same. I think that should still give you plenty of pain with less terrain damage. I could be wrong, but it worked for an MOPixel with 0.01 mass and 200 sharpness shot at 200, it rarely travels more than 7 or 8 pixels into sand while retaining plenty of killing power.

That was kind of my point, i want the particles to be able to smash, plow, blast and burn directly through practically every actor that isn't ZOMGWTF overpowered, making the blast exceptionally dangerous to be near. The unfortunate side effect is the classic star-pattern in the ground, which i partially hid with the ground-eating MOSRotating.
*Incredibly sneaky idea*
You mentioned Priority 0 material in Roon's railgun? I just had this here idea, that if i made the particles have 0 Priority, they'll be quite dangerous, and yet harmless to the terrain. I wonder how it'll fare through extremely tough terrain, though...
To the testing board! (Yeah, i type "real-time")

Edit: Hmm, apparently it wasn't simple as that, i'll have a closer look at Roon's sneaky coding...
Edit2: Ahh, i see now. Unfortunately, it's not usable in this manner. >.>


Sat Mar 14, 2009 12:43 am
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Eh, you could like use just 2 different particles in the explosion to get the desired power of the blast and harm the terrain slightly.

High mass particles mixed up with low mass, high sharpness particles.
Take a look at the vanilla grenade, those particle are quite poweful to pierce most targets and yet they dont make those pierced lines in the terrain.


And that phasing explosion thing is possible, but its uber hacky to do, even unreliable maybe. (Spawns actor with a 360' gun and another actor so the first actor will fire his gun.)


Sat Mar 14, 2009 10:08 am
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Post Re: [WIP] The Pelian Army *Update: March 6th*
numgun wrote:
And that phasing explosion thing is possible, but its uber hacky to do, even unreliable maybe. (Spawns actor with a 360' gun and another actor so the first actor will fire his gun.)

That does seem unreliable, would a 360 emitter work shooting out phasing bullets?


Sat Mar 14, 2009 2:56 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Siric wrote:
numgun wrote:
And that phasing explosion thing is possible, but its uber hacky to do, even unreliable maybe. (Spawns actor with a 360' gun and another actor so the first actor will fire his gun.)

That does seem unreliable, would a 360 emitter work shooting out phasing bullets?



You dont seem to know how do the phasing even works, do you now?

Its just the Seperation variable you can find on a Round object code. This means you need a gun to be fired to use it. And to fire a gun, you need an actor to do that.

Seperation determines the area from the guns muzzle where the particles are scattered. If you have a 100 particles and a 100 Seperation, it'll look like a laser and it will phase through the first 100 pixels. Simple as that.


Sat Mar 14, 2009 8:25 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
numgun wrote:
You dont seem to know how do the phasing even works, do you now?

Its just the Seperation variable you can find on a Round object code. This means you need a gun to be fired to use it. And to fire a gun, you need an actor to do that.

Seperation determines the area from the guns muzzle where the particles are scattered. If you have a 100 particles and a 100 Seperation, it'll look like a laser and it will phase through the first 100 pixels. Simple as that.

Ohhhh... No I didn't know how it worked, I see now.


Sun Mar 15, 2009 6:38 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
CRASH! I only wanted the conflagroter... So i edited everything so it was good... Crash at the first line of the conflagroter... MOPixel RACISM!


Mon Mar 16, 2009 11:03 am
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Does this mod still not work for mac?


Mon Mar 16, 2009 4:11 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Oh... I use it on my Mac version...


Mon Mar 16, 2009 4:44 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
@Rocksonic: Dunno, you tell me. =P

@numgun: 'kay, got a reasonable blast without the MOSRotating, but it's still not as good as it used to be. >.>

Also, got a newer version of the Assault Robot...

Image

Complete with rageface, angry spikes/antennae and big, fat fists to bash your face in with. He looks fairly tough, if you ask me.


Mon Mar 16, 2009 8:06 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Good, but his legs need some detail. Make them look like robot legs. They just look weird now.


Mon Mar 16, 2009 8:10 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Too big.


Mon Mar 16, 2009 8:16 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Fork you it's supposed to be bigger than a human. >.> (Still able to use normal guns effectively, though)

@Flammablezombie: They look like robot legs inside, you have to remember that it's armored like hell. ;o
Did slap on a bit of senseless detail, though. And no, there's no attached armor on the legs.


Mon Mar 16, 2009 8:25 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Not to be mean or anything, but it looks like he has tree stumps for legs, maybe make them less thick.
Overall it looks fine except the legs.


Mon Mar 16, 2009 10:16 pm
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Post Re: [WIP] The Pelian Army *Update: March 6th*
Now it looks better.

The legs could use a small detail or something that wouldnt make it look too plain.
Then the other important thing is the feet. You need to make those better for sure since the current ones in that pic look rather non-existant. Not sure what would fit it, but its certain it need feet!

other than that, the top part looks badass like it should. Maybe add tiny detail or extra armor to the arms, but other than that its great! :grin:


Mon Mar 16, 2009 10:29 pm
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