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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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More gravshafts update: less crippling lag
Corpus Kinesis (a galaxy leader in anti-gravity technology) would like to present the Grav Shaft. Vertical bases will soon reach newer and greater heights! Grav Shafts allow clones to pick the direction in which they travel, in an intuitive and simple fashion. Just simply command your clone to jetpack or crouch, and the Grav Shaft will intercept the signals, and move the clone in the desired direction. Sadly, as the Grav Shaft intercepts the signals as they are transmitted to the clone, internal AI decisions by clones will not be picked up. You simply need to place the top and bottom section (ensuring that they are correctly aligned) and new Corpus Kinesis technology will handle the rest. You will be pleased to know that the cutting edge comes at a reasonable price. For a mere 100 oz* you too can have Grav Shafts installed in your bunker! *per top/bottom sectionAttachment:
File comment: +241 downloads
GravShaft.rar [17.7 KiB]
Downloaded 409 times
Corpus Curatio (a sub-division of Corpus Kinesis) would like to present the Infirmary. Your clones will be able to fight for the cause even more efficiently with our latest medical developments. Simply place any wounded clones within the Infirmary, and our revolutionary herbal cures and internal surgery nanobots will take care of the rest. The healing process is very swift, and your clones will be back in the action whenever you need them. For the small sum of 175 oz your clones can benefit from a Corpus Curatio Infirmary today! Credits:Petethegoat - Ini and Lua CrazyMLC - Help with Lua CaveCricket48 - Help with Lua Abdul Alhazred - Rotating thing sprites/Lua CaveCricket48 - Actually a silly amount of help with Lua
Last edited by Petethegoat on Fri Mar 16, 2012 8:11 pm, edited 6 times in total.
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Sat Oct 09, 2010 10:12 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: Grav Shafts
I'd also like to add the fact that we in Corpus Kinesis are secretive. In fact, I hadn't even heard of this project up untill five minutes ago, and I'm an executive manager of this corporation. How cool and secret are we, huh?
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Sun Oct 10, 2010 12:33 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Grav Shafts
Oh thank goodness someone got around to making working, non stupid elevators.
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Sun Oct 10, 2010 1:01 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: Grav Shafts
If only it worked horizontally.
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Sun Oct 10, 2010 2:14 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Grav Shafts
>Foa, horizontality is very likely, as dismounting half way up shafts is currently too hard, which severely limits having multiple floors.
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Sun Oct 10, 2010 2:21 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: Grav Shafts
With some raycasting you can have some features be automatic.
Like, it can raycast to the left or right, and if there's an opening you can let actors go left or right when they hit that block.
You can also make it raycast up or down, and if there's no room, you can stop the actors.
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Sun Oct 10, 2010 2:32 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Grav Shafts
This would be way cooler if you only had to place a top and bottom piece (but it worked in between) and there was a check in place to only deduct money if they were precisely above each other vertically
just sayin'
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Sun Oct 10, 2010 2:47 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Grav Shafts
Grif, that was definitely something I was planning, but I'm not sure how to integrate it with horizontality. That said, it does mean I can do cool things when the modules are destroyed, as well as some nicer effects in general.
Edit: Holy hell that was easy. Re-release incoming once I get some effects sorted out done!
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Sun Oct 10, 2010 8:24 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Grav Shafts Update: Vastly improved placement!
Whoa, now these are certainly better. I see Abdul helped a lot, good work both of you. These are now the best elevators available for CC.
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Sun Oct 10, 2010 2:05 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Grav Shafts Update: Vastly improved placement!
Actually, I've borrowed his stuff semi without permission. I've PM'd him, but in the meantime I'm assuming he'll be his usual chill self.
The Lua from him is just to make the spinning discs animate properly.
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Sun Oct 10, 2010 2:14 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Grav Shafts & Infirmary
So, I threw together an Infirmary. Units in it will heal.
I'm in a module mood, and I gather people like 'em, so I figure some more will probably be done. Also, more feedback would be great!
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Sun Oct 10, 2010 6:51 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: Grav Shafts & Infirmary
If you're taking suggestions, a laser drill of some sort? Even if it works really really slowly, just make sure it looks cool. Cortex Command is about mining after all.
Bonus points if you have a terminal that turns it on or off.
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Sun Oct 10, 2010 8:23 pm |
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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: Grav Shafts & Infirmary
It'd be sweet is the infirmary has a chance of 'completely healing the actor'. ( Like CC48's repair kit )
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Sun Oct 10, 2010 10:03 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Grav Shafts & Infirmary
>Laser Drill Good idea, I was thinking of some sort of capturable money production thingy.
>Foa Great idea, and (in theory) relatively easy to implement.
SLIGHTLY TIPSY/ANGRY CODING GO LADY-FRIEND DISTRACTION GO
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Sun Oct 10, 2010 10:13 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Grav Shafts & Infirmary
Maybe do the refresh heal if the actor stays in there for a few seconds while being at 100 health?
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Sun Oct 10, 2010 10:26 pm |
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