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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Treasure!
Break boxes, collect treasure, throw it in a rocket, and sell it for cash! Mod comes with a little test mission with some treasure collecting. Tell me what you think, and if the sprites are acceptable Thanks Gotcha!, TLB and Weegee for their existing code. 9/24/09 Fixed Mission and sound, Treasure is now throwable
Last edited by Levelx on Sat Oct 24, 2009 9:47 pm, edited 2 times in total.
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Sat Oct 24, 2009 3:53 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Treasure!
I wanted to do something like this a while ago. Props for actually doing it, and doing it nicely looking.
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Sat Oct 24, 2009 3:58 am |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Treasure!
Thanks. Most of the hard work was getting Lua to work. Getting familiar with it was like a priority to get it running. I thank Weegee for that.
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Sat Oct 24, 2009 4:25 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Treasure!
Hehe skeletons with shotguns, all you need now is to give them pirate hats! will test in a moment, just need to load it up...... GECK better get the hell off my screen.... goood
5 minutes and 2 wolf parade songs later: Not too bad, concept is fun, but I'm just wondering how it works in skirmish? The mission itself is fun, and easy too for beginners. 10/10!
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Sat Oct 24, 2009 5:50 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: Treasure!
Those aren't shotguns!!! Those are the more evil yet one round, short range cousins of the default shotgun, THE BLUNDERBUSS!
Damn, you just had to revive the skely reaper set up.
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Sat Oct 24, 2009 6:15 am |
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TeeKoo
Joined: Sat Dec 27, 2008 5:18 pm Posts: 44 Location: Finland
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Re: Treasure!
Would it be possible to make it so that the treasure spawns underground like the rocks?
That would add more DEPTH to this mod *ba-dum-PISH*
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Sat Oct 24, 2009 12:16 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Treasure!
I think that the golden 'skull' chest could use some hit sounds. And, are the actors supposed to be unarmed? None of the AHumans (except my brain) have any weapons!
Also, when you destroy the 2 brains, it says: "congratulations! You destroyed the dummy base!". Might wanna fix that. Other than that, it is very interesting.
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Sat Oct 24, 2009 1:32 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Treasure!
Not a bad idea. It gives a little Tomb Raider feel to the game. Now all we need is a Lara Croft actor >.>
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Sat Oct 24, 2009 3:09 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Treasure!
A more challenging mission would be good. All the enemies are not armed right now, and the map is small.
I like the idea of treasure boxes, but they seem to only serve a purpose in missions. Wonder how they can be made to have a place in skirmish.
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Sat Oct 24, 2009 3:45 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Treasure!
The only fault i can see with these is that they shouldn't be HeldDevice, but rather HTDevice or whatever grenades are, because it's frustrating not to be able to throw them into a rocket.
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Sat Oct 24, 2009 4:42 pm |
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Levelx
Joined: Tue Jul 31, 2007 11:25 pm Posts: 81
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Re: Treasure!
Point.blank wrote: I think that the golden 'skull' chest could use some hit sounds. And, are the actors supposed to be unarmed? None of the AHumans (except my brain) have any weapons! The Scene.ini pulled a vanishing trick on me! I guess the trick is/was to edit in weapons AFTER messing with the scene editor. Lizard wrote: The only fault i can see with these is that they shouldn't be HeldDevice, but rather HTDevice or whatever grenades are, because it's frustrating not to be able to throw them into a rocket. I just imagined all TDexplosives being extremely fragile, so that's why I used HeldDevice. Zombie Cave's Memory chip was the same way too, and is also an artifact as it turns out
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Sat Oct 24, 2009 6:41 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Treasure!
Eh, the strength of a device is only controlled by those freaky gibimpulse'n'co things.
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Sat Oct 24, 2009 6:44 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: Treasure!
nax likes that nice war-trophy
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Sat Oct 24, 2009 8:58 pm |
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Spy MasterX
Joined: Sat Oct 24, 2009 12:13 pm Posts: 13
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Re: Treasure!
Mod doesn't work for me...
ERROR: referring to an instance ("Base.rte/Flat Zone Terrain) to copy from that hasn't been defined! In Treasure.rte/scenes/Treasure Test.ini at line 8!
P.S Someone should really make those errors copy and pastable.
P.P.S I'm on a mac.
Attachments:
File comment: Abort Screen Image
abortscreen.bmp [ 1.37 MiB | Viewed 14867 times ]
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Sun Oct 25, 2009 5:39 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: Treasure!
Spy MasterX wrote: Mod doesn't work for me...
ERROR: referring to an instance ("Base.rte/Flat Zone Terrain) to copy from that hasn't been defined! In Treasure.rte/scenes/Treasure Test.ini at line 8!
P.S Someone should really make those errors copy and pastable.
P.P.S I'm on a mac. Dude, thet mac version uses '\' , and not '/'. REPLACE ALL '/' with '\'
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Sun Oct 25, 2009 5:52 am |
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