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large scale deployable bunkers
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TomThom
Joined: Sun Oct 18, 2009 1:54 am Posts: 139
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large scale deployable bunkers
i had a thought, couldn't somebody make a dropship that is basically a enormous bunker (or modules) thats gibs into the correct materials(not the kind you shoot one bullet into and they break up)? i think it would be pretty cool to be able to add on largescale professional bunker pieces to a game while in progress and then rush your brainbot from a destroyed or under attack base into your totally new and amazing drop ship base. and the same for smaller turrets, just a really small dropship that can travel through tunnels and then gib into them for a slightly extra fee.
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Mon Nov 02, 2009 2:43 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: large scale deployable bunkers
TomThom wrote: the kind you shoot one bullet into and they break up)? the problem, right there data's "solution" to the problem of craft gib piling up was isscrap isscrap makes any settled mo of any kind (no matter the material) settle into "scrap" if there's no terrain or bunker background behind it
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Mon Nov 02, 2009 3:26 am |
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TomThom
Joined: Sun Oct 18, 2009 1:54 am Posts: 139
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Re: large scale deployable bunkers
i suspected that. dang. maybe something can fix that eventually.
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Mon Nov 02, 2009 3:34 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: large scale deployable bunkers
But you know how to get around that, don't you Grif? EDIT: Well it appears the examples in the Epic Moments Thread have 404'd. But anyway.
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Mon Nov 02, 2009 3:40 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: large scale deployable bunkers
The problem is not the ability to turn IsScrap on, but to turn it off. So far, I know of no way to do it only through ini, which should be possible. As 411570N3 said, Grif can do it through Lua, but otherwise not, and I believe he can only do it pixel by pixel... Not sure about it though, I never followed up on the topic.
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Mon Nov 02, 2009 3:50 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: large scale deployable bunkers
Actually I sorta lied. It's still scrapped terrain, just pixel by pixel I can construct it perfectly. And with a stronger material, it's (less) noticable.
But yeah, it's still scrapped. The non-scrap terrain in the forcefield module is because it's a bunkermodule, with the automatically placed background.
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Mon Nov 02, 2009 3:54 am |
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TomThom
Joined: Sun Oct 18, 2009 1:54 am Posts: 139
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Re: large scale deployable bunkers
hm. well maybe in a newer build this can be rectified more easily. it would be nice to have a megamall dropped into the grasslands as a little extra entertainment.
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Mon Nov 02, 2009 4:04 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: large scale deployable bunkers
Ideally Data will just make the IsScrap setting work, instead of having bull♥♥♥♥ solutions that modders can't change.
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Mon Nov 02, 2009 4:39 am |
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