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Sniper from the Third Dimension!!!! UPDATE 20-aug http://45.55.195.193/viewtopic.php?f=61&t=16140 |
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Author: | xerxys [ Fri Aug 07, 2009 9:58 pm ] | ||||||
Post subject: | Sniper from the Third Dimension!!!! UPDATE 20-aug | ||||||
This is very unpolished and flawed several ways.EDIT not so much now Now, having said that, this is the first mod (I think) that operates from an angle at 90 degrees to everything else. It is a sniper rifle that flings you into the third dimension and allows you to shoot stuff. I am very tired and can't explain any further. PICs EDIT: ♥♥♥♥, hit wrong button, fixed now. EDIT: right, so here's what it does at the moment. When you fire the buyable gun it kills you actor and substitutes it for the big black thing. When you press fire 8 particles, all hiding behind the crosshairs smash into the middle. It has some problems However. Things that need fixing are: 1) Super duper hyper overpowered-ness - Not the actuall weapon (that bit works perfectly, the particles mimic the effect that I was hoping for really well.) but the fact you cannot die. 2) The fact that after firing the gun you have to select the big black thing I can fix 1 myself, I think I can fix 2 and know it can be fixed. EDIT struggling to fix number two. Have a look at the commmented out code. Any help would be very much appreciated. Credit to azukki for super awsome black glows, and snapperfisch for the low cpu version.
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Author: | Dauss [ Fri Aug 07, 2009 10:17 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
I'm going to guess and say it adds the sniper scope to the screen when you sharp aim? Cool idea, but if that's the case, you should try to do it in lua without any actor having to hold the gun at all. You could order it like a craft maybe? |
Author: | Boba_Fett [ Fri Aug 07, 2009 10:18 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
I'd like more info about it. Looks interesting. |
Author: | Ragdollmaster [ Fri Aug 07, 2009 11:14 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
Cool how it restricts the field of view, but is there any way to cover up the actor health? YGMDL. |
Author: | LowestFormOfWit [ Sat Aug 08, 2009 1:13 am ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
If you can find a way to draw that over the terrain and bunker modules, can I finally have something to obscure the entire view save a small circle, and make my labyrinth scene?! |
Author: | Grif [ Sat Aug 08, 2009 1:17 am ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
Black glowz. |
Author: | Ragdollmaster [ Sat Aug 08, 2009 1:31 am ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
^Wouldn't that lag a shitload? |
Author: | xerxys [ Sat Aug 08, 2009 9:04 am ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
Dauss wrote: I'm going to guess and say it adds the sniper scope to the screen when you sharp aim? Cool idea, but if that's the case, you should try to do it in lua without any actor having to hold the gun at all. You could order it like a craft maybe? Trust me there is lua. Quite alot lua. I am much better at lua than at .ini if you acount for the fact that lua is hard and .ini is easy. Also, I don't think black glows would work. |
Author: | mail2345 [ Sat Aug 08, 2009 9:51 am ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
Code: print("CREATE: TURBOKAT - SUCCESS") It's fun nuggets like these that explain why I look at people's lua code. Some code also contains some stuff from darlos. Also, wth is with the grav tester? SceneMan.GlobalAcc.Y * TimerMan.DeltaTimeSecs does a better job. EDIT: Some ideas: Self destruct when not controlled. Instead of deleting the actor, scale it's limbs to nothing. |
Author: | xerxys [ Sat Aug 08, 2009 1:55 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
The turbokat thing is just 'cause I was tired and it wouldn't work. I had that open and copied it over to see what was wrong. |
Author: | Azukki [ Sat Aug 08, 2009 2:04 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
xerxys wrote: Also, I don't think black glows would work. Huh, I thought they could look better and solve a couple of your problems. Well, I suppose it's up to you to decide what's the best interest for you mod and I've no need to dissuade you from your thoughts. I'll just leave this here. |
Author: | 411570N3 [ Sat Aug 08, 2009 2:17 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
xerxys wrote: Also, I don't think black glows would work. |
Author: | LowestFormOfWit [ Sat Aug 08, 2009 3:05 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
We were talking about black glows for my labyrinth concept map. Not replacing his sniper sight with black glows. |
Author: | xerxys [ Sat Aug 08, 2009 3:37 pm ] |
Post subject: | Re: Sniper from the Third Dimension!!!! |
Those glows look perfect, contrary to my previous beliefs. Let's see if I can get them working |
Author: | Azukki [ Sat Aug 08, 2009 3:38 pm ] | ||
Post subject: | Re: Sniper from the Third Dimension!!!! | ||
Ohh, terribly sorry, LFOW, we drifted back onto the rails of this thread and talked about the subject of the thread, his 3D sniper. Back to your more related issue, download this and place the Particle "Fog Of War Inverter" in the loopy dupe category. Then, overlap it with the "Fog Of War" particle. With the particles at the point of the camera's focus, it gives the effect of limited visibility. If these particles constantly were to have their position set to the controlled actor, it would give the impression that the actor had limited visibility within a range, like as he may in a dark maze. His vision however would be proximity based, so he would only be able to see at point blank ranges, or you would need some thick walls to obstruct his vision. Ignore those crosshairs, they were a silly mistake. There is a time and a place for that other guy's problems, this isn't clearly it. But sarcasm aside, you could both make use of that 'bizarro' version too. Simply omit the inverter, to get the inverted form. The 3D Sniper is supposed to be beyond the dimension, and what better way to convey that than with a stereotypical hue/brightness inversion? And perhaps inverted vision could be the ominous sign of the hallucinations of a lost, over ambitious adventurer in a maddening maze?
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