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 IncursionCorp 
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Joined: Tue Mar 22, 2011 9:26 pm
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Post IncursionCorp
INCURSIONCORP
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Compatible with B25, although several things about the mod do need changing to make it fit properly. If you download the B25 version it will WORK, even if it doesn't feel quite right. If there are any problems then let me know, although I'm sure you would do anyway.


IncursionCorp is my attempt to make a gamemode that changes something fundamental about the game. In this case I chose dropships. I made this mod entirely in B24, when craft AI was a much bigger problem than it is now, although that doesn't mean this mod is worthless. The IncursionCorp troops deploy quickly and efficiently to the ground, without the need for the conventional craft of other factions. It makes games much faster paced and intense.
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The Mod includes several weapons and three actors. They are all variations on one single actor. They are all designed to have an interesting effect when they die, or would die.

The Geninator: This actor can survive being beheaded. That's right, the Geninator fears no sniper!

The Explodinator: The Explodinator does just that. On death the Explodinator's body detonates violently, injuring or killing all those around, often including their would-be attacker

The Zombinator: The Zombinator just doesn't go down. This actor spawns a zombie armed with a blunderbuss on death, making them harer to deal with

There are also two game modes included. Incursion Defence is a skirmish defence style mode where you fight off endless waves of IncursionCorp forces. Incursion Survival is an incursion version of One Man Army using IncursionCorp actors and weapons.




To Do: The sprites need improving. They were done in a very short time, and are very clearly resprites. I will probably do new ones from scratch at some point.
New weapons and actors wouldn't go amiss...

Credits: The mod uses only my own and modified vanilla code, however I produced the entire mod without access to the internet, and used other mods I had installed for reference. Major was a particular help on this matter. I didn't use any of Major's code, but by referring to his mods I was able to figure out several things that I would normally have asked about on the forums


Attachments:
File comment: B24 and potentially older
Incursion.rte.rar [135.71 KiB]
Downloaded 284 times
File comment: B25 and up!
Incursion.rte.rar [135.73 KiB]
Downloaded 385 times
Sat Aug 13, 2011 5:39 pm
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Joined: Wed Jul 06, 2011 5:11 pm
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Post Re: IncursionCorp
Well I've tried it, and I have a few things to say about it. First of all your mod crashed CC every time I used it. I don't know why but pretty much any time an actor died or was spawned, the game crashed.

The Explodinator never exploded. The zombies spawned by the Zombinator were sometimes on team 3, so not the A.I. or the player. I don't know if this is a feature, because some were on the proper team and some not.

I like how the actors are spawned. Although not very ingenious or clever, it's effective. I will say though that it isn't very realistic. I would make the bomb(?) bigger, so it seems like an actor could actually fit inside.

The weapons all worked pretty much like weapons. I didn't really know what the use of the thing that sounded like it was coughing was, because it didn't seem to do much against enemy actors.

All in all, the mod was.....decent. I'm really interested in seeing how it's supposed to work and if you could get the issues with it fixed, I would love to play with it some more. I love the idea of not knowing if the guy you're killing is going to blow up and in turn kill you, or if that perfect head shot is actually perfect.


Wed Aug 17, 2011 5:51 am
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Joined: Tue Mar 22, 2011 9:26 pm
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Post Re: IncursionCorp
I've never had any of those problems that you mentioned. For me stuff spawns on the right teams and everything works as it should. I've tried it on multiple computers and with several fairly major mods also installed and there's no problem. Could you try it on a clean install of CC with no mods at all and see if it still happens? I'd be interested to know and it might help me fix a problem if there is one.

In response to weapons, the one you mentioned is very effective at short range, pretty much an instant kill, but has a much shorter range than it looks. I though about changing it, but the people IRL who watched me make the mod said they preferred it how it is at the moment.


Wed Aug 17, 2011 10:11 pm
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Joined: Wed Jul 06, 2011 5:11 pm
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Post Re: IncursionCorp
The Zombinator seems to spawn two zombies on death, one on the dead actors team and one on team three. The Explodinator explodes when you gib it in the Gib Editor, but not every time in game. You should make the actor gib the explosion particles instead of a bomb, that way there's no chance of the bomb failing. Also, I think the crashing happens only in the activities that come with the mod, the game works fine when I use the built in skirmish mode.

And I love the actors names btw :P


Thu Aug 18, 2011 2:12 am
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