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Warlord2150
Joined: Mon Sep 21, 2009 8:13 pm Posts: 46 Location: Indiana
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Re: Civilians
Another thought - back to the topic of the miners/welders...
Is there any way there could be a weapon that didn't have any actual damaging purpose, but still produced a visual effect? My thought was to have basically a prop weapon (a blowtorch prop for the welder guy, digger prop for the miner) so they can look like they're working on something (undoubtedly extremely important) while the battle around them rages (or kills them while they work, either way, it's eye candy).
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Sun Sep 27, 2009 3:41 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Civilians
HitsMOs = 0
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Sun Sep 27, 2009 4:22 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Civilians
There's Lord Tim's blowtorch, which is pretty handy. Shovel? Ronin has it. Chainsaw? lotsa mods have it. Circular saw? Vault-tech.
We need more power tools... maybe a prop mod? Drills, tools, hardware etc that future civvies are likely using as improvised self-defense? Maybe dumbed-down versions of the above-mentioned hardware?
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Sun Sep 27, 2009 5:20 am |
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Warlord2150
Joined: Mon Sep 21, 2009 8:13 pm Posts: 46 Location: Indiana
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Re: Civilians
YES!
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Sun Sep 27, 2009 6:03 am |
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Warlord2150
Joined: Mon Sep 21, 2009 8:13 pm Posts: 46 Location: Indiana
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Re: Civilians
So, are these actors by chance available yet?
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Mon Sep 28, 2009 11:07 pm |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: Civilians
It would be quite awesome to have some geniune civilian actors after all these soldiers and military actors/factions.
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Tue Sep 29, 2009 4:30 pm |
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Captain Kicktar
Joined: Wed Feb 04, 2009 4:07 pm Posts: 380 Location: Galacia
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Re: Civilians
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Wed Sep 30, 2009 12:56 am |
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Warlord2150
Joined: Mon Sep 21, 2009 8:13 pm Posts: 46 Location: Indiana
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Re: Civilians
Thanks kik - any chance we can get those scientist actors from someone as well?
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Wed Sep 30, 2009 5:46 am |
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Jadestone
Joined: Wed Sep 02, 2009 10:57 am Posts: 30
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Re: Civilians
ill make the scientist and ill make the prop mod (Drills etc.) ive been working on figure out what to do on my spare time since i disowned the happy halloween mod because it wasent haveing any progress since no one became a lua coder but i have been looking at look recently and i understand it i cant lua script now Weapon/Tool's Idea's: Syringe: A tool that can do 3 things (Z,X,C for Modes) Mode 1 = Steroids (Heals them doesnt pump them up i need help with that if you want it) Mode 2 = Poison (takes 42 health) Mode 3 = Mind Control Syrum (DUH) Drill: A tool that can do 2 things (Z,X for Modes) Mode 1 = Slow Mode 2 = Fast Hammer Sand Paper Sander Weed Whacker Pickaxe Hatchet Crowbar Screw Driver I need more ideas.
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Mon Oct 19, 2009 8:11 am |
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zircher
Joined: Sat Jun 13, 2009 2:22 am Posts: 17 Location: OKC, OK, USA
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Re: Civilians
Nifty! Civilians also come in handy for anyone wanting to make a 'terror mission' mod for X-Com.
Tool ideas; a leaf blower that can push actors away, an extension ladder, bridge builders and hole fillers to help that poor AI cover torn up terain? -- TAZ
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Sat Oct 31, 2009 4:06 am |
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DUDE!
Joined: Sat Aug 29, 2009 12:56 pm Posts: 22
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Re: Civilians
Azukki wrote: Warlord2150 wrote: Also, it would be nifty if they had no collisions (I think is what it's referred to) if possible. If they could walk past one another without squashing/gibbing/killing each other that would be excellent. That's easy, just HitsMOs = 0 on the body. However, other regular actors will still collide with them and such. I remember some miner actors way back when, but they were clone proportion, not coalition, so they would be kind of misfitting if brought back. Edit: what about something like these? Maybe not the professions you had in mind for civilians, but they're what I would expect CC to have, in non-military clones. An industrial welder clone and a miner clone. I can't guarantee they'll actually be made, but I thought I'd try doing some civic sprites, mostly from scratch. [sprites] -Arm proportions are screwed up, I dunno what the hell I was thinking while making that outline. -Feet and Hands missing -Miner needs his own torso -Not very masculine legs -Miner helmet looks funny, probably the shades used -Welding helmet seems very pasted on, probably could use a strap or something. Purposefully jpeged as thief deterant. I don't like the idea of someone using my stuff before I do. where can i download this mod? i like to have workers but i use dummies and the fat guy from club dibilov. No-no image quotey please. Thank you. -Duh
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Sun Nov 22, 2009 11:24 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Civilians
Never was any mod made with those.
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Sun Nov 22, 2009 11:33 am |
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DUDE!
Joined: Sat Aug 29, 2009 12:56 pm Posts: 22
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Re: Civilians
Lizard wrote: Never was any mod made with those. ok but it would be awesome if someone make it.
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Sun Nov 22, 2009 11:44 am |
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Dudemauler
Joined: Mon Jul 13, 2009 4:24 am Posts: 96
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Re: Civilians
Oh Oh OH what would be nice would be that civilians would be lookouts, kind of! As soon as they see you they run away and as soon as they get past x position then heavily armed troops appear either from the sky or some distance away and walking toward you, so you have to shoot the lookouts before they raise the alarm!
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Wed Nov 25, 2009 12:19 am |
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timagamer
Joined: Tue Dec 02, 2008 2:21 am Posts: 26 Location: Ukraine, Kiev
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Re: Civilians
Civilians... Great Idea! But I guess you, guys, forgot about our 255 MOs max To have some scientists\workers\prisoners\etc just sitting at their labs\caves\cages\etc + some soldiers defending all that CC should have at least twice more MOs allowed. Just think of easy calculation: One person without a gun consists of at least 7-8 MOs. 255/7=36. Sounds enough, right? But if you have, for example, 15 civilians, you have only 150 MOs left for everything else. Enemies, rockets, dropships, your forces - all in just 150 MOs... But if you have your workers having some tools - even less then ~150. Think about it.
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Wed Nov 25, 2009 3:51 pm |
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