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salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
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Re: iron man
If you want him to take more damage but still look pretty, you could increase the GibWoundLimit and create null wounds. Null wounds are easy go into base/ effects/ wounds and copy some wound into your own ini and replace all wound sprites with Base.rte/null.bmp and set all damage to 0 Well that's it more or less. But if you wanted to go the other route and have bullets bounce off. Base/ materials and copy one of the materials, paste it in a new ini rename it and set StructuralIntegrity to about 150-180, then replace the materials in your actor with your new costume one. Be sure to add a include file path in your actors ini or it wont load right. (or at all) Geti might come along and correct me on some of this but to the best of my knowledge this is right, but he really knows his stuff and I would take any advice he gives you.War machine anyone?
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Sat Apr 10, 2010 6:55 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: iron man
Why not just apply "visible no force" emitters on the limbs but keep the standard backpack, only "invisible with force"?
Nonfuctional limb jets, functional but invisible torso jetpack?
Or another idea, a toggleable "mode" or "weapon" that keeps the limbs at a downward angle like you're warming up the jets before taking off
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Sat Apr 10, 2010 6:59 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: iron man
Ok first of all if you made it emitters, you would have no way of knowing when to have them on or off without a bunch of Lua, and since the emitter is an attachable, it may not even will not work.
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Sat Apr 10, 2010 7:01 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: iron man
It could. It would just require stuff that's quite difficult.
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Sat Apr 10, 2010 7:02 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: iron man
hey, i would like all the mk's. such as mk.1 and mk.2 also.
mk.1 would be the weakest but reflex all bullets and isent coverd all the way with armore and a flame thoughter.
mk.2 would have no reflexofness but would be the strongest of the 3 and wouldent fly long.
mk. 3 is allready made and is the middle with refexofness (but not much) very good flying and middle strengeth.
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Sat Apr 10, 2010 7:20 am |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: iron man
Benpasko wrote: whitty wrote: That wouldn't work at all, the reason the jetpack is on the main body is because that part of the actor doesn't get thrown around and rotated constantly. The foot moves when you are jetpacking through the air, and if it was on the feet, then it would be flying in random ass patterns all over the place, much like an out of control flying actor if you know what I mean.
Apply no force on the feet and use Lua to change the actor's velocity. I would seriously love an actor with foot jetpacks, if only to try it out and have some laughs. No visual tricks, actual jetpack feet. This. Many epic moments would come from such a mod
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Sat Apr 10, 2010 7:22 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: iron man
unwoundpath wrote: hey, i would like all the mk's. such as mk.1 and mk.2 also.
mk.1 would be the weakest but reflex all bullets and isent coverd all the way with armore and a flame thoughter.
mk.2 would have no reflexofness but would be the strongest of the 3 and wouldent fly long.
mk. 3 is allready made and is the middle with refexofness (but not much) very good flying and middle strengeth. whoops, i forgot to mention the mk.1 also has a very weak spot very back.
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Sat Apr 10, 2010 7:28 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: iron man
Yeah I think I was close to rocket boots on the Heavy Dummy, but in theory they won't let you fly without being incredibly unstable.
Maybe a script could help the actor balance out in flight.
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Sat Apr 10, 2010 7:24 pm |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: iron man
or you could do it the real Iron man way, with flight stabalizers as a HDfirearm/HeldDevice or something like that( I think)
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Sat Apr 10, 2010 7:38 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: iron man
that would be extremly hard consedering that the arms aim.
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Sat Apr 10, 2010 7:47 pm |
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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: iron man
That's the entire point. Manual stabilisers. I think Lua-assisted stabilisation to at least a small degree will be necessary.
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Sun Apr 11, 2010 6:22 am |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: iron man
you would have to select a spicific weapon then that has a kick-back but dosnet shoot.
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Sun Apr 11, 2010 4:13 pm |
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joost1120
Joined: Fri Aug 15, 2008 6:17 pm Posts: 318
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Re: iron man
Diggers.
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Sun Apr 11, 2010 7:38 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: iron man
hmm... that would work.
also, this would make flying fun if we did this!
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Sun Apr 11, 2010 8:03 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: iron man
Main problem: even if you could get the jetpack on both feet, the legs tend to curl up, in a very not ironmanish way.
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Sun Apr 11, 2010 8:06 pm |
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