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godinys
Joined: Wed Jan 14, 2009 5:21 pm Posts: 26 Location: well... on my computer! need to know any more??
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
creative modules i hope you will make bunker modules\bits better(but this modules are good submit for money lollollollollol
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Tue May 19, 2009 1:35 am |
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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
All I have to say is... viewtopic.php?t=11535Crates I am damn proud of my first mod. Feel free to include. Planning on updating with lua to keep them from settling.
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Tue May 19, 2009 1:37 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Thank you, now I can finally be able to stack them! Get to work, and use a snippet from the Time Capsule Code, the part about AI Mode change.
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Tue May 19, 2009 2:49 am |
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waffles
Joined: Thu Aug 21, 2008 6:17 am Posts: 33
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Take the crate sprite and make it so that the top opens like a lid so you can store stuff in there.
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Tue May 19, 2009 3:07 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: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
How about the fake walls in reverse? What I mean is that the default setting is up, so that if there are enemies inside you can trigger it to trap them. Possibly including some sort of mechanism to kill trapped actors...
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Tue May 19, 2009 7:39 am |
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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: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
The wall expanding would crush them anyway. How about an energy shield that stops bullets but not actors?
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Tue May 19, 2009 8:09 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Don't forget MOs. Anyway, that's easy. But laggy. Code: for particle in MovableMan.Particles do if (particle.Pos.X >= self.Pos.X - D) and (particle.Pos.X <= self.Pos.X + D) and (particle.Pos.Y >= self.Pos.Y - D) and (particle.Pos.Y <= self.Pos.Y + D) then particle.Vel.X = -2 * particle.Vel.X particle.Vel.Y = -2 * particle.Vel.Y end for item in MovableMan.Items do if (item.Pos.X >= self.Pos.X - D) and (item.Pos.X <= self.Pos.X + D) and (item.Pos.Y >= self.Pos.Y - D) and (item.Pos.Y <= self.Pos.Y + D) then item.Vel.X = -2 * item.Vel.X item.Vel.Y = -2 * item.Vel.Y end
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Tue May 19, 2009 8:37 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
[quote="Roon3"]Numgun, get Data to contact him or something, it seems quite obvious the sprites are not made by him. (He ain't dead or anything, I've spoken to him about a month ago) Will your sprites be replaced with his?
I spoke to him too. I wont say anything else, but those sprites might never be replaced. They are good enough imo. Not 100% prom style, but its good.
I based them off the green drop crate btw.
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Tue May 19, 2009 10:47 am |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I just realised, you cant forget about the invisible wall either =P (Looks like a tunnel but isnt)
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Tue May 19, 2009 11:54 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I like your ideas, but no download untill you've made Sick Bay [Lua Healing Room] Sniper Tower - Accessed by teleport.
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Tue May 19, 2009 2:15 pm |
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neroe23
Joined: Tue Mar 10, 2009 7:16 pm Posts: 102
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Very nice, I love the grenade trap. But I want MORE.
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Thu May 21, 2009 11:26 am |
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the4runner
Joined: Thu Apr 10, 2008 8:12 pm Posts: 37
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
hey, ever thought about making the rocket silo width wider? i find that having about half a crate extra space on either side is great. that way you wouldnt have problems landing in the silo / launching from the silo like you do right now,where rockets catch on the side of the silo and blow up. also but doors on top of the silo? imagine storing the AAL thermal rocket in one (ive just thoght, having the width of the silo wider also means you can use a "rocket bay" [correct name?] to lock the rocket down.)
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Thu May 21, 2009 12:12 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
neroe23 wrote: Very nice, I love the grenade trap. But I want MORE. I sorry but I'm VERY busy. I'm still planning out the sick bay... and I need to figure out how I’m going to code it because I’m not a strong coder. I have a few ideas, just give me time. I'll probably have time to work on it on the weekend so if you are lucky you might get the sickbay then. CBM02
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Fri May 22, 2009 12:02 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
411570N3 wrote: How about the fake walls in reverse? What I mean is that the default setting is up, so that if there are enemies inside you can trigger it to trap them. Possibly including some sort of mechanism to kill trapped actors... Its like a door made of megamettal that shuts opens for AI but when there in the room it slams shut and settles, and then triggers an explosion in the room, and re-creates itself, destroying settled megametal, and re-setting itself. Epic.
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Fri May 22, 2009 4:00 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Awesome.
You know, I tried a while ago to make a trap door. I had a big pit, and there was a permanently open door, when an enemy came along and tried to hop over the hole, Smack! the door comes down and drops them into a horrible pit of doom.
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Fri May 22, 2009 4:03 am |
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