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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/23/08)
theyre tiny actors with a gun that propels them forward and kills stuff.
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Sat Jan 17, 2009 11:40 pm |
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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: DSTech Corp (UPDATED: 11/23/08)
Yes, but how did he negate the kill count? Or them attacking the user?
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Sat Jan 17, 2009 11:49 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/23/08)
go look at the code for it, my brain is tired and i have to move stuff around. get the code from the OP for the drones, then look in that folder.
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Sat Jan 17, 2009 11:52 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote: Yes, but how did he negate the kill count? Or them attacking the user? As for the kill count and whether you can control the actor or not, I THINK its due to how the actor is deployed. What I've noticed so far is that emitted actors screw over kill count. While actors that are shot from guns avoid that fate. And them not attacking the user is due to the fact that the drones were set to the player's team. So if another team's actor uses that weapon, those drones will turn on that actor.
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Sun Jan 18, 2009 1:51 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: DSTech Corp (UPDATED: 11/23/08)
I love the thief craft. It's great for just about anything, including killing enemies. I love sucking up Space Marines and watching most of them get ground up by the craft because of the speed they're picked up at and because the craft is small enough that they get bashed against its parts.
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Sun Jan 18, 2009 2:42 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/23/08)
actually, i think that might have something to do with the horribly sharp particles being sprayed from the bottom of the ship..
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Sun Jan 18, 2009 5:44 am |
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Ome3gaXx
Joined: Tue Jan 13, 2009 4:17 am Posts: 2
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Re: DSTech Corp (UPDATED: 11/23/08)
Awesome mod. But I need to bug you experts about a confusing issue >.< After playing around with this on my old pc, I re-DL'ed it again once I got on my powerhouse back home. Using XP prof, SP3 like most of you probably are. After moving this .rte into my CC directory and attempting to run it I get an abnormal crash. Instead of the usual informative screenshot crash I just get a program error. It always stops at: DSBombs.rte/Explosives.ini reading line 100 I'm completely baffled that it would work perfectly fine on another pc using the same OS and SP. Yet not this one. Any help? *Edit* It's a clean CC install btw.
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Sun Jan 18, 2009 10:35 pm |
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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: DSTech Corp (UPDATED: 11/23/08)
Perhaps you should try redownloading the mod? Since nobody else is getting the error it means that it's probably a screwed up file or some such... Also, DSMK2 wrote: 411570N3 wrote: Yes, but how did he negate the kill count? Or them attacking the user? As for the kill count and whether you can control the actor or not, I THINK its due to how the actor is deployed. What I've noticed so far is that emitted actors screw over kill count. While actors that are shot from guns avoid that fate. And them not attacking the user is due to the fact that the drones were set to the player's team. So if another team's actor uses that weapon, those drones will turn on that actor. Thanks for clearing that up, does that mean you could have an actor with a set weapon, set only to point in one direction, with slots on his side to hold, say, turret actors spawning via it's weapon?
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Mon Jan 19, 2009 12:20 am |
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Ome3gaXx
Joined: Tue Jan 13, 2009 4:17 am Posts: 2
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Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote: Perhaps you should try redownloading the mod? Since nobody else is getting the error it means that it's probably a screwed up file or some such... I wish that were the case, but I've tried 3 times now, both mirrors etc. After looking at the .ini it doesn't seem like anything is wrong with line 100 or any of them for that matter...
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Mon Jan 19, 2009 12:28 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote: Perhaps you should try redownloading the mod? Since nobody else is getting the error it means that it's probably a screwed up file or some such... Also, DSMK2 wrote: 411570N3 wrote: Yes, but how did he negate the kill count? Or them attacking the user? As for the kill count and whether you can control the actor or not, I THINK its due to how the actor is deployed. What I've noticed so far is that emitted actors screw over kill count. While actors that are shot from guns avoid that fate. And them not attacking the user is due to the fact that the drones were set to the player's team. So if another team's actor uses that weapon, those drones will turn on that actor. Thanks for clearing that up, does that mean you could have an actor with a set weapon, set only to point in one direction, with slots on his side to hold, say, turret actors spawning via it's weapon? Not really, the actor aims the gun (which fires negative mass particles) towards its target, this pulls the actor. What do you mean turret actors spawning it's weapon? Gun drones? EDIT: Omega what does the error say?
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Mon Jan 19, 2009 2:50 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: DSTech Corp (UPDATED: 11/23/08)
No, I meant a completely different idea for an actor and gun, you make an actor with special slots that hold a certain type of actor. It spawns with a gun that summons the actors that fit in the slots into the slots.... Here is a diagram....
d---b <-- Specialised actors go in here -\-/- --O <-- Actual actor ^ | Gun that only aims straight forward and spawns a turret actor in an offset such that an actor spawns into the slots....
So it could be like a gunship with respawning turret guns....
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Mon Jan 19, 2009 3:01 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DSTech Corp (UPDATED: 11/23/08)
too bad actors colliding with actors causes one or both of them to splatter horribly.
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Mon Jan 19, 2009 4:23 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: DSTech Corp (UPDATED: 11/23/08)
I was thinking it had a perfect slot, like as in there's absolutely no room to move. If that still causes gibbing then fine... but if it doesn't... Though I was also thinking that the turret summoning gun would have to make a special directional explosion to clear the slot after each spawning, otherwise the slots would clog...
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Mon Jan 19, 2009 4:29 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 11/23/08)
411570N3 wrote: I was thinking it had a perfect slot, like as in there's absolutely no room to move. If that still causes gibbing then fine... but if it doesn't... Though I was also thinking that the turret summoning gun would have to make a special directional explosion to clear the slot after each spawning, otherwise the slots would clog... Oh you mean shooting an actor into an enclosed "slot". Though It won't work that way: 1) Actor collisions are messy 2) If the fired actors are holding guns, and when those guns fire, it'll probably kill the weapon and might also kill the "main" actor in the process. I'm guessing that you're thinking of something like a gun that fires itself, but needs to be loaded with... Yea. Though I feel like releasing what I have now, then running off somewhere...
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Mon Jan 19, 2009 4:49 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: DSTech Corp (UPDATED: 11/23/08)
DSMK2 wrote: I feel like releasing what I have now, then running off somewhere... Well if you lack the motivation to work on something then it's probably a good idea to take a break... which means we get a new release... *drools* *failing attempt a puppy dog eyes...*
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Mon Jan 19, 2009 5:03 am |
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