| Author | Message | 
        
			| Abdul Alhazred DRL Developer 
					Joined: Tue Aug 11, 2009 5:09 am
 Posts: 395
   |   Experimental Dummy Vehicles (2013-01-03: R12)Experimental Dummy Vehicles Release twelve: BugfixNailer turret bunker:  Armed with at super heavy nailer cannon and fire hot metal spikes that crush weapons and limbs, stick to your victims and cause damage over time. Sprites and concept by LowestFormOfWit. You can only buy it in the build phase. Found under the "turrets" section.Armored Car:  Comes in a special drop crate found in the crafts menu. Fire the co-axial MG with the jump key. Spray concrete with the crouch key (thanks NEW Molemian).Hover Tank:  Press and hold the fire button to make the projectiles home in on the reticle. Adjust the engine output with jump and crouch key. If set to sentry mode the tank will drop to the ground when under AI control. Also comes in a special drop crate.Gunship:  Aim using mouse/analog stick/jump and crouch. Fire the grenade launcher with the X or Z key (customizable in EDV.rte/Gunship/Gunship.lua) or sharp aim button. Note that the AI can not use the grenade launcher. Armed Dropship:  The MGs are controlled by scripts and can not be fired by the player.Missions:  "Overrun" and "ArmorAssault".Credits:  mail2345 for the find attachment script. Darlos9D for the list of key numbers. DrLuke for inspiring the SAM sites. Metal Meltdown for play testing. Nailer turret concept and sprites by LowestFormOfWit. All the people who gave suggestions for improvements and reported bugs. Please feel free to use my code for whatever you want.
 
 Attachments: 
			File comment: 2013-01-03
		
			
				 EDV_R12.zip [708.03 KiB]
			
			Downloaded 3323 times
 
 
    							Last edited by Abdul Alhazred on Thu Jan 03, 2013 1:42 pm, edited 26 times in total. | 
		
			| Wed Sep 16, 2009 2:37 pm | 
					
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			| loirottaja 
					Joined: Wed Aug 05, 2009 10:26 am
 Posts: 16
   |   Re: Experimental Dummy VehiclesThis looks pretty nice. D'lng now and testing later.
 In case anyone wants to report this, please don't.
 
 In case anyone sees this and wants to copy it, I will be very angry if you do. Please don't. - Seraph
 
 
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			| Wed Sep 16, 2009 2:43 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Experimental Dummy VehiclesNo keyboard support? For shame. 
 
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			| Wed Sep 16, 2009 2:56 pm | 
					
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			| Morbo!!! 
					Joined: Sun Dec 09, 2007 3:08 pm
 Posts: 481
 Location: Islamic Republic of Bradistan, Yorkshire, England
   |   Re: Experimental Dummy VehiclesI agree with GrifDang kids with yer new fangled mouses or mice or whatever you call them
 
 
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			| Wed Sep 16, 2009 3:14 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: Experimental Dummy VehiclesYou should add kb versions of each vehicle.
 Spriting is ok, Armored car is very fun to use. "RADKILLS FAR EVERYWAN!"
 
 
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			| Wed Sep 16, 2009 3:19 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: Experimental Dummy VehiclesI'm so diggin those twin laser cannons on the dummy DS. : 3 Plain cool.   
 
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			| Wed Sep 16, 2009 3:22 pm | 
					
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			| Abdul Alhazred DRL Developer 
					Joined: Tue Aug 11, 2009 5:09 am
 Posts: 395
   |   Re: Experimental Dummy VehiclesLizard wrote: You should add kb versions of each vehicle.The Gunship use the controller's AnalogAim vector to calculate the aim angle. That is why you need a mouse or fancy gamepad. The other vehicles are not affected by this. You are right of course, but I figured it was unnecessary since it would be impossible to hit anything with the keyboard anyway.
 
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			| Wed Sep 16, 2009 3:56 pm | 
					
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			| Crow Banned 
					Joined: Sat Aug 16, 2008 7:17 pm
 Posts: 282
   |   Re: Experimental Dummy VehiclesThis is awesome. 
 
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			| Wed Sep 16, 2009 4:12 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: Experimental Dummy VehiclesThis rocks, the only bugs I encountered are the gunship's lasers are able to fire even if the cannons were blown off. And the other thing is when the mission ends (by killing the brain), the Lua console is spammed with "End activity blah blah" or something like that. I think theres something wrong with it since it keeps looping the end activity part forever.
 That self-destruct bridge made me : C when I drove the APC near it.
 Pretty funny moment and well done. Using team work with the other vehicles is really fun. Like getting a DS pickup the APC to get it to the other side.
 
 
 Also those SAM launchers are so effective that its just scary. No craft has gotten past it so far. It was pretty dramatic when I first started the mission and had a few dropships coming down to land when a few missiles instantly blew them up and I wasnt able to do anything about it.
 
 
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			| Wed Sep 16, 2009 4:43 pm | 
					
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			| NEW Molemian 
					Joined: Wed May 27, 2009 1:19 pm
 Posts: 15
   |   Re: Experimental Dummy VehiclesI have to say that you have made some really funny vehicles to use. but as i am playing using keyboard i was a bit dissapointed over the APC..... I did some changes in the Lua for it so that it works perfectly even for keyboard..... in the script there are two functions that i replaced by two others with almost the same idea..... MOVE_UP changes to BODY_JUMP..... MOVE_DOWN changes to BODY_CROUCH and there you go..... works perfectly..... 
 
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			| Wed Sep 16, 2009 5:18 pm | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: Experimental Dummy VehiclesThe suspension is amazing, great job with that. I love the APC. 
 
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			| Wed Sep 16, 2009 5:20 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: Experimental Dummy VehiclesI the self-appointed Awesome prophet find this mod to be well in accordance with Awesome. 
 
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			| Wed Sep 16, 2009 5:31 pm | 
					
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			| Abdul Alhazred DRL Developer 
					Joined: Tue Aug 11, 2009 5:09 am
 Posts: 395
   |   Re: Experimental Dummy VehiclesThank you all for the feedback. It is a bit embarrassing but the truth is I screwed up the keys because I did not know that the keyboard config has a separate jump and crouch key. NEW Molemian wrote: I have to say that you have made some really funny vehicles to use. but as i am playing using keyboard i was a bit dissapointed over the APC..... I did some changes in the Lua for it so that it works perfectly even for keyboard..... in the script there are two functions that i replaced by two others with almost the same idea..... MOVE_UP changes to BODY_JUMP..... MOVE_DOWN changes to BODY_CROUCH and there you go..... works perfectly.....Thank you! I'm uploading a new version with your changes right away.
 
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			| Wed Sep 16, 2009 5:46 pm | 
					
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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: Experimental Dummy VehiclesWheels. WHEELS! This is godly. 
 
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			| Wed Sep 16, 2009 5:53 pm | 
					
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			| Metal Meltdown Banned 
					Joined: Thu May 14, 2009 9:22 pm
 Posts: 826
 Location: Lookin' forward to mocking people on Jan 1st 2013.
   |   Re: Experimental Dummy VehiclesGood Thor, man! Is there anything you *can't* do??? Also, testing nao. 
 
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			| Wed Sep 16, 2009 5:54 pm | 
					
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