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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Team Fortress 2 Actors and Weapons.
I can sure try. Darlos made self attaching ammo drums in DS, which is far more complicated than what I plan to do.
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Mon Jul 04, 2011 4:08 pm |
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beelzemon
Joined: Fri Jul 01, 2011 4:08 am Posts: 10 Location: San Antonio, Texas
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Re: Team Fortress 2 Actors and Weapons.
Will the classes have jetpacks? Or will you somehow find a way to make scouts double jump, Soldier rocket jump, Ect..
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Tue Jul 05, 2011 3:41 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Team Fortress 2 Actors and Weapons.
beelzemon wrote: Will the classes have jetpacks? Or will you somehow find a way to make scouts double jump, Soldier rocket jump, Ect.. Rocket jump is doable, and the scout's doublejump is just a jetpack with no fuel that recharges quickly.
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Tue Jul 05, 2011 9:53 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Team Fortress 2 Actors and Weapons.
hell, you could even limit it by height above ground to prevent re-use.
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Wed Jul 06, 2011 1:17 am |
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beelzemon
Joined: Fri Jul 01, 2011 4:08 am Posts: 10 Location: San Antonio, Texas
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Re: Team Fortress 2 Actors and Weapons.
Grif wrote: hell, you could even limit it by height above ground to prevent re-use. alphagamer774 wrote: beelzemon wrote: Will the classes have jetpacks? Or will you somehow find a way to make scouts double jump, Soldier rocket jump, Ect.. That may be a little awkward on some maps. Rocket jump is doable, and the scout's doublejump is just a jetpack with no fuel that recharges quickly. How are rocket jumps done without blasting our feet off?
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Wed Jul 06, 2011 4:21 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Team Fortress 2 Actors and Weapons.
Make the user have strong legs or feet. Thats the simplest way. Or make the rocket launcher only do a preset amount of damage to the user.
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Wed Jul 06, 2011 5:09 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Team Fortress 2 Actors and Weapons.
Have the projectile, on exploding, determine whether the user is nearby, in which case it just does a semi-random roll for damage to the parent (and other nearby actors) and applies velocity to the actor. You can even have the velocity be related to exactly where the rocket was.
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Wed Jul 06, 2011 5:28 am |
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beelzemon
Joined: Fri Jul 01, 2011 4:08 am Posts: 10 Location: San Antonio, Texas
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Re: Team Fortress 2 Actors and Weapons.
Is this still being worked on?
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Thu Jul 07, 2011 12:53 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Team Fortress 2 Actors and Weapons.
Sort of. After playing video games, I want to do some stuff for my other mod, then maybe work on these a little. I realized that spriting actors from scratch is really difficult, so I'll stick to the weapons. I'm also going away for a couple of days soon. I appreciate your interest, but don't expect this to be done anytime soon. If anyone want's to work on it while I'm gone, feel free. Remember this is a request so it's open to all.
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Thu Jul 07, 2011 1:02 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Team Fortress 2 Actors and Weapons.
Wow, those actors sprites are pretty damn awesome. I friggen love your spritework Kettenkrad.
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Thu Jul 07, 2011 1:56 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Team Fortress 2 Actors and Weapons.
Yeah nice weapon sprites, though some of the scaling and colors look a bit off.
I'm fairly sure the Pyro's flamethrowers are longer than the Heavy's minigun.
Also the minigun's underbelly is white, not that brownish orange you made it, and the barrel is pure black.
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Wed Jul 13, 2011 1:53 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Team Fortress 2 Actors and Weapons.
It isn't the minigun, it's the Iron Curtain.
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Wed Jul 13, 2011 2:30 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Team Fortress 2 Actors and Weapons.
Ah, thanks LFOW, I didn't even think about scaling issues, I based each sprite off a separate picture. I'll (try to) fix. And sorry about the colours, I am truly horrible at finding good combinations on the CC palette. As Miggles said, it is the Iron Curtain. P3lb0x used a minigun sprite far better than any I could do, so I did the Iron Curtain instead.
EDIT: Also, good to see you're back. Nice avatar?
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Wed Jul 13, 2011 4:37 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Team Fortress 2 Actors and Weapons.
The GL cylinder looks really weird. And the gun beneath the scattergun (what is it?) looks too big.
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Wed Jul 13, 2011 4:50 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Team Fortress 2 Actors and Weapons.
Yeah, they've both been fixed since I posted that. That 'gun beneath the scattergun' was supposed to be the Force-A-Nature, until I realized that it was unrecognizable.
Last edited by Kettenkrad on Wed Jul 13, 2011 5:36 am, edited 2 times in total.
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Wed Jul 13, 2011 5:01 am |
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