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More gravshafts update: less crippling lag
http://45.55.195.193/viewtopic.php?f=61&t=19885
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Author:  Petethegoat [ Sat Oct 09, 2010 10:12 pm ]
Post subject:  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 section
Attachment:
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!
Attachment:
Infirmary.rar [21.28 KiB]
Downloaded 746 times

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

Author:  Lizardheim [ Sun Oct 10, 2010 12:33 am ]
Post subject:  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?

Author:  Geti [ Sun Oct 10, 2010 1:01 am ]
Post subject:  Re: Grav Shafts

Oh thank goodness someone got around to making working, non stupid elevators.

Author:  Foa [ Sun Oct 10, 2010 2:14 am ]
Post subject:  Re: Grav Shafts

If only it worked horizontally.

Author:  Petethegoat [ Sun Oct 10, 2010 2:21 am ]
Post subject:  Re: Grav Shafts

>Foa, horizontality is very likely, as dismounting half way up shafts is currently too hard, which severely limits having multiple floors.

Author:  CrazyMLC [ Sun Oct 10, 2010 2:32 am ]
Post subject:  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.

Author:  Grif [ Sun Oct 10, 2010 2:47 am ]
Post subject:  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'

Author:  Petethegoat [ Sun Oct 10, 2010 8:24 am ]
Post subject:  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!

Author:  numgun [ Sun Oct 10, 2010 2:05 pm ]
Post subject:  Re: Grav Shafts Update: Vastly improved placement!

:shock:

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.

Author:  Petethegoat [ Sun Oct 10, 2010 2:14 pm ]
Post subject:  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.

Author:  Petethegoat [ Sun Oct 10, 2010 6:51 pm ]
Post subject:  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!

Author:  Commodore111 [ Sun Oct 10, 2010 8:23 pm ]
Post subject:  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.

Author:  Foa [ Sun Oct 10, 2010 10:03 pm ]
Post subject:  Re: Grav Shafts & Infirmary

It'd be sweet is the infirmary has a chance of 'completely healing the actor'. ( Like CC48's repair kit )

Author:  Petethegoat [ Sun Oct 10, 2010 10:13 pm ]
Post subject:  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

Author:  Contrary [ Sun Oct 10, 2010 10:26 pm ]
Post subject:  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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