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Blowguns
http://45.55.195.193/viewtopic.php?f=61&t=15583
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Author:  TheLastBanana [ Sat Jun 27, 2009 12:42 am ]
Post subject:  Blowguns

Disclaimer: This is not the fairly big Lua mod I've been working on that you may have heard being talked about. This is just something I did while waiting for sprites for that mod.

Image

You've seen it in any movie to ever involve the Amazon: A half-naked man with a grass skirt and an angry faic pops silently out from behind a bush, unbeknownst to the protagonist. Suddenly, a loud "FOOMPH" is heard as a poisoned splinter of wood cracks through the air and into somebody's neck. Whoever is hit - usually one of the hero's comrades - falls to the ground, dead as a doorknob.

Now you can finally relive this fine experience in the world of Cortex Command! Go on a hunting safari! Take down a troupe of enemy soldiers! Battle the Mega Crab! All of this, and more, can be done with ease and pleasure with your new, lightweight blowgun!

Here's some of our satisfied customers:

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I hate when those lousy rebellion soldiers swarm my base. Now I can dispose of them in only a few seconds, and without all the messy hassle of shredding their limbs with hot lead!

Image
Those good-for-nothing crabs are always building dens in my back yard. Now their mother is dead! Cry, you bastard crabs!

The blowgun comes with three types of darts: Light, Medium, and Heavy. Light is best used on smaller game, such as jumpers. Medium is best used on mid-weight targets, such as humans or crabs. Heavy is designed for larger creatures such as mega crabs.

Order yours today!

Attachments:
PoisonDartB.rte.zip [292.81 KiB]
Downloaded 1871 times

Author:  YHTFLKC [ Sat Jun 27, 2009 12:48 am ]
Post subject:  Re: Blowguns

Cool, and it drains their health, right?
do the heavy darts drain health faster than the light and medium ones, or do they just do more damage upon impact?
I'll download and test.

PS-- where did you get the jumpers? and a placeable mega crab?

Good work, sir

Author:  CaveCricket48 [ Sat Jun 27, 2009 12:56 am ]
Post subject:  Re: Blowguns

The Phoenix Robot is no more! Awsome mod is awsome. I like how the target's health depletes at a faster rate with more darts in it.

Author:  Shard [ Sat Jun 27, 2009 12:58 am ]
Post subject:  Re: Blowguns

DLed.
Seems like a nice mod, someone should make a mod where you hunt monkeys and birds with this.

Author:  MaximDude [ Sat Jun 27, 2009 1:02 am ]
Post subject:  Re: Blowguns

Heh, I tried to achieve that health drain effect and failed misserably, i'm gonna take a look at your code.

/download

Author:  mail2345 [ Sat Jun 27, 2009 1:06 am ]
Post subject:  Re: Blowguns

BTW, I have a suggestion:
Have it deplete one health on getting hit. The thing that damages destroys itself when the actors health reaches 100, eg curability.

Oh, maximdude, it usescastMO rays MO scanning and spawns an invisible thing at an actor.

Author:  TheLastBanana [ Sat Jun 27, 2009 1:08 am ]
Post subject:  Re: Blowguns

Oobagoo: Placeable Mega Crab and Jumpers have to be set to buyable in Wildlife.rte. Also, the stronger darts last for longer and also drain more health. It's all based on the total weight of the actor it hits (excluding weapons of course).

MaximDude: I assume you tried to get it working by subtracting a decimal number from the health? I tried that too while making the Medic Drone. Turns out CC rounds the health down (or up, not sure), so it doesn't work. The way I did it was by removing one health after a certain interval using timers.

mail2345: I guess that's possible. It seems to minor to matter, though. And actually, there are no MO rays involved. The dart has a low impulse limit and gibs when it hits anything. On its destruction, it finds the closest MO and then finds the root ID of that, and attributes that to an actor. Then it spawns an invisible thing and does what you'd expect.

Author:  Foa [ Sat Jun 27, 2009 1:12 am ]
Post subject:  Re: Blowguns

TheLastBanana wrote:
Oobagoo: Placeable Mega Crab and Jumpers have to be set to buyable in Wildlife.rte. Also, the stronger darts last for longer and also drain more health. It's all based on the total weight of the actor it hits (excluding weapons of course).

So, heavy dart + jumper = overkill?
And nice Bo avy, is that when a stranger asks if he want's candy.

Author:  TheLastBanana [ Sat Jun 27, 2009 1:36 am ]
Post subject:  Re: Blowguns

Yes, that would be overkill. It would die in about 2 seconds.
And the avatar cycles randomly, so maybe.

Author:  Foa [ Sat Jun 27, 2009 1:58 am ]
Post subject:  Re: Blowguns

TheLastBanana wrote:
Yes, that would be overkill. It would die in about 2 seconds.
And the avatar cycles randomly, so maybe.

Good.

Oh, and how about when Moe mistook Bose Headphones, with Bo's head.

Author:  numgun [ Sat Jun 27, 2009 2:03 am ]
Post subject:  Re: Blowguns

Kinda boring and uneffective weapon. :P
Using this at a multiplayer versus wont be fun either because the health drain is just dull.

Author:  Scope0 [ Sat Jun 27, 2009 2:16 am ]
Post subject:  Re: Blowguns

Very cool, Thelastbananna. What would be even cooler would be a custom activity consisting of wild ronin, crabs, and the mega crab.

Author:  Geti [ Sat Jun 27, 2009 2:26 am ]
Post subject:  Re: Blowguns

and cooler still if it actually attached splinters to people.

Author:  TheLastBanana [ Sat Jun 27, 2009 3:11 am ]
Post subject:  Re: Blowguns

Originally this was going to be cooler. It was going to be a bow and arrow that shot poisoned arrows, and when they hit, it would stick out of people. Unfortunately, the non-hacky way of doing that (attaching an arrow-shaped wound emitter through Lua) crashes CC right now. Until Data fixes that (or somebody finds that I was doing something wrong), we're stuck with this. It's not really designed to be effective, it's just for the fun of it, really.

Author:  mail2345 [ Sat Jun 27, 2009 3:20 am ]
Post subject:  Re: Blowguns

piipu made a brilliant stick virtual offset code:
Code:
function Create(self)
   self.LTimer = Timer();
   self.unpinned = 1
   self.vector = Vector(0,0)
   for actor in MovableMan.Actors do
      if (actor.Pos - self.Pos).Magnitude < 60 then self.parent = actor;end
   end
end

function Update(self)
    if self.LTimer:IsPastSimMS(50) then
   if self.unpinned == 1 then
     self.atarget = (SceneMan:CastMORay(Vector(self.Pos.X - self.Vel.X,self.Pos.Y - self.Vel.Y),Vector(self.Vel.X,self.Vel.Y),0,0,true,5))
     self.target = MovableMan:GetMOFromID(self.atarget)
     if self.target ~= nil then
       self.target = MovableMan:GetMOFromID(self.target.RootID)
       self.unpinned = 0
       self.offset = Vector(self.Pos.X - self.target.Pos.X , self.Pos.Y - self.target.Pos.Y)
       self.offsetang = self.offset.AbsRadAngle - self.target.RotAngle
       self.target:AddAbsImpulseForce(Vector((self.Vel.X - self.target.Vel.Y), (self.Vel.Y - self.target.Vel.Y)) , self.Pos)
       self.target.Vel = Vector(self.target.Vel.X + self.Vel.X / self.target.Mass , self.target.Vel.Y + self.Vel.Y / self.target.Mass)
       self.LTimer:Reset()
     end
   end
    end

    if self.LTimer:IsPastSimMS(5000) then
      self:GibThis()
    end

    if MovableMan:ValidMO(self.target) and self.unpinned == 0 then
   self.Pos = Vector(self.target.Pos.X + (self.offset.Magnitude * math.cos(self.target.RotAngle + self.offsetang)),self.target.Pos.Y - (self.offset.Magnitude * math.sin(self.target.RotAngle + self.offsetang)))
   self.Vel = self.target.Vel
    else self.unpinned = 1;end
end

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