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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: DSTech Corp (UPDATED: 1/18/09)
Yeah, I know. I've watched this forum for a loooonnnggg time. But at least he did agree the nanodrone hive thing. Maybe the hive could generate drones only when it sees an enemy.
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Sat Feb 07, 2009 1:15 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: 1/18/09)
really, it would be nicer if i generated no losses. like, utilising the bug with spawned dropships taking away deaths, having an emitter gib from the drone and spawn an invisible dropship at a massive -Y value at huge upward speed.
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Sat Feb 07, 2009 1:50 pm |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: DSTech Corp (UPDATED: 1/18/09)
Bladecat4 wrote: OK, PLEASE. And the elevator has been done before. It was a craft, but it didn't fly, it was for going up/down only. but you had to scuttle it to get anything out of it. And I think you were a tad harsh, considering this is my first major post, but OK... And also, guard posts? Say wha? If there was truly a good elevator, I apologize. However, the only one I seem to be able to remember was in the archive and is now broken. About my being harsh. I admitted to that, yeah. Again, sorry. However, I'm not exactly the person who's going to be the harshest to you. Finally, by guard posts, I mean the little blocks that are meant to be used with actors while crouching behind them. And to make this post not off-topic, I'd like to add that the additions are awesome, super fun and altogether a joy to mess around with. I don't know if that abductor style thing was brought in at this update, but it's awesome. I made the equivalent of a black hole with it on a map. I sucked up everything, both alive and dead. By the time I went to take it up, I made the mistake of closing the doors. The ship promptly cut its engines, fell to the ground and exploded in a mass of weapons, robots and soldiers. It was like...the birth of a new age of war.
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Tue Feb 10, 2009 9:26 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
Wall sentrys!Still working on this mod, can't let it appear dead! So I'm currently ripping apart and rearranging/respriting parts of my mod, and I changed the way my laser weapons work. The laser weapons are now MOPixel based and not instant-kill-ish, I'm going to credit Solace for this. The rifle's designation has been changed to assault railgun... I changed the sentry turret Gatling to a sphere-shaped Gatling machine gun, and its pretty much more geared towards basic anti-personnel defense. Perhaps I should make medium turrets. I'm working on it! DSA8 C exclusive laser rifle
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Sat Apr 18, 2009 9:28 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: DSTech Corp (UPDATED: 1/18/09)
YYYYYYYEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
THANKYOU.
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Sat Apr 18, 2009 9:29 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 1/18/09)
Wait what? Are you using wide lasers with the help of emitters?
Theres a pretty bad drawback with those just to let you know. If you move around too fast, that laser will kill your gun and in worst case, your actor too. I recommend using that technique on stationary turrets/defences. And there is no way to make it ignore you btw.
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Sat Apr 18, 2009 9:48 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
numgun wrote: Wait what? Are you using wide lasers with the help of emitters?
Theres a pretty bad drawback with those just to let you know. If you move around too fast, that laser will kill your gun and in worst case, your actor too. I recommend using that technique on stationary turrets/defences. And there is no way to make it ignore you btw. Yep, I can either make the gun getsHitByMOS = 0, which makes the gun unbreakable, and the laser ignores the gun, and since most of my laser guns tend to be longer, hitting the actor shouldn't be a problem. Though the drawbacks from my perspective: Gun can't be used as a shield Can't forcibly destroy gun Can't pick up the gun once dropped That or I can just make the gun's front as an attachable, but it won't look good on the menu.
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Sat Apr 18, 2009 9:56 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DSTech Corp (UPDATED: 1/18/09)
OR! You could make the effect with an instantly detonating TDExplosive. Just get all: Code: Offset = Vector X = blah Y = blofgh On the gibs of it. And to counter the problem of the shots spawning one frames worth of movement ahead, set the Serparation of the round to a third of the velocity. The MOPixels should inherit the TDExplosives velocity, so there won't be any problems regarding rapid movement of the operator.
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Sat Apr 18, 2009 10:20 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
Shook wrote: OR! You could make the effect with an instantly detonating TDExplosive. Just get all: Code: Offset = Vector X = blah Y = blofgh On the gibs of it. And to counter the problem of the shots spawning one frames worth of movement ahead, set the Serparation of the round to a third of the velocity. The MOPixels should inherit the TDExplosives velocity, so there won't be any problems regarding rapid movement of the operator. Doesn't work, since the MOPixels spread! Unless you did it yourself... Where is Geti's dual barrel machine gun?
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Sat Apr 18, 2009 10:47 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: DSTech Corp (UPDATED: 1/18/09)
DSMK2 wrote: Doesn't work, since the MOPixels spread! Unless you did it yourself... Works for me, i did it with MARS's Autocannon. Just be sure to set the max and minimum velocities to 0 or like, 0,00001. And zero spread as well. Here's a part of the TDExplosives gib code: Code: AddGib = Gib GibParticle = MOPixel CopyOf = AtC Bullet 3 Count = 1 Spread = 0 MaxVelocity = 0.01 MinVelocity = 0 Offset = Vector X = 0 Y = 2 AddGib = Gib GibParticle = MOPixel CopyOf = AtC Bullet 2 Count = 1 Spread = 0 MaxVelocity = 0.01 MinVelocity = 0 Offset = Vector X = 0 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = AtC Bullet 3 Count = 1 Spread = 0 MaxVelocity = 0.01 MinVelocity = 0 Offset = Vector X = 0 Y = -2 And the MOPixels stay together as one slug through the whole lifetime.
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Sat Apr 18, 2009 10:55 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
*Idea* Why don't you build a turret-mounted judgement cannon for AA? Epic turrets are all the rage these days!(Novastar)
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Sat Apr 18, 2009 11:12 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: DSTech Corp (UPDATED: 1/18/09)
Flammablezombie wrote: *Idea* Why don't you build a turret-mounted judgement cannon for AA? Epic turrets are all the rage these days!(Novastar) Terrain would be gone pretty fast.
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Sat Apr 18, 2009 11:13 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: DSTech Corp (UPDATED: 1/18/09)
Yeah, notice the word AA in my post? As in Anti-Air? Make it so it can only aim in the air.
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Sat Apr 18, 2009 11:14 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: DSTech Corp (UPDATED: 1/18/09)
Flammablezombie wrote: Yeah, notice the word AA in my post? As in Anti-Air? Make it so it can only aim in the air. For some reason, I hate it when someone says "Make it so". Nothing personal. Also, a non-terrain rape judgment turret would be cool.
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Sat Apr 18, 2009 11:21 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 1/18/09)
Though the turret based Judgment will be much more bigger/powerful then the handheld version, I'm seeing the ion cannon turret from UT2004.
Shook: It worked! Thanks!
EDIT: Right then, in other news I'm spriting a gold generator, for a faction that uses more resources in making its weapons, units, ships, bases, is this a good idea?
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Sat Apr 18, 2009 11:59 pm |
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