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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Zorg ZF-1
http://www.youtube.com/watch?v=9pxjnl1yuXkI can probably get some sprites going, and I assume from there it would be a simple matter of getting the dual-mode template to encompass more than just two weapons. Any ideas about the seeker bullets? Somehow I doubt that could be anything but Lua. Oh, and then perhaps there could be an alternate deployment mode. TDExplosive that gibs the gun, to simulate the gun's initial expansion.
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Tue Jun 08, 2010 10:54 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Zorg ZF-1
Couldn't you just adapt the code from the Vanilla Missle Launcher?
Otherwise this is just a matter of borrowing some darkstorm weapons, gluing them together with CC48's dual weapon mode template, and some new sprites.
This will be awesome.
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Tue Jun 08, 2010 11:23 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zorg ZF-1
http://students.uat.edu/geobrown/Galler ... ay_zf1.jpghttp://www.studiocreations.com/images/e ... 1_side.jpgWell, there are our sprites. Sort of. And yes; it would mostly just be splicing a bunch of things together. Mostly I'm curious if there are any mods that simulate the seeker-machinegun effect.
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Wed Jun 09, 2010 2:41 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: Zorg ZF-1
I'm not sure. Couldn't you just make the bullets Pretend rockets and simply squish the Missle launcher Lua script onto them? Using some kind of method like the heavy sniper.
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Wed Jun 09, 2010 2:53 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zorg ZF-1
Don't see why not. Then I'd just need to incorporate some sort of secondary fire script, as well as a marker script for the secondary fire's rounds. Basically, get the mini-missiles to seek the marked target.
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Wed Jun 09, 2010 7:07 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: Zorg ZF-1
If you want to "Mark" targets, You'd have to take a new script.
Do something like Fire Marker Get Markerpos Aim bullet at markerpos
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Wed Jun 09, 2010 6:37 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Zorg ZF-1
Nocifer wrote: I assume from there it would be a simple matter of getting the dual-mode template to encompass more than just two weapons. Easy. 1. Make several copies of the set of "alt" scripts/particles/emitters 2. Rename the copies 3. "Link" the Alt set with an alt copy, link that copy to another copy, ect. 4. Link the last alt copy to the main mode. 5. Now you have a more-than-2-mode device. You could also look into this.
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Wed Jun 09, 2010 8:39 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zorg ZF-1
I'd actually been intending on using your grappling gun as a basis; from messing around with the scripts for it, I did indeed find that it's basically exactly what I want, so that all works out beautifully.
Now I just need some script to get that homing bullets effect. Should that go here in requests, or in Lua Scripting?
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Wed Jun 09, 2010 9:58 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Zorg ZF-1
I'm actually working on the bullet homing for myself. But I can post it here when I'm done if you want.
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Wed Jun 09, 2010 10:15 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zorg ZF-1
That would be absolutely lovely, thank you. So much credit goes to CaveCricket. Christ.
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Wed Jun 09, 2010 10:19 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: Zorg ZF-1
What about this Attachment:
Needler.rar [144.42 KiB]
Downloaded 258 times
this was made by CaveCricket so maybe this helps - very awesome
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Thu Jun 10, 2010 10:09 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Zorg ZF-1
well, I just nostalgia'd like crap, and feel the need to suggest something.
make 1 weapon for each mode of fire, then do something to attach lua to them, so that when it's held by the selected actor, and you press a specific key, it replaces the instance of the gun.
also, the little blinking red button on the side... Portable nuke that looks like a gun? last resort? (just remembering the movie... I might go watch it, and hudson hawk now.)
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Thu Jun 10, 2010 3:50 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Zorg ZF-1
Miles_T3hR4t wrote: make 1 weapon for each mode of fire, then do something to attach lua to them, so that when it's held by the selected actor, and you press a specific key, it replaces the instance of the gun. Try harder.Or less hard, as the case may be. But either way, it was mentioned in the second first post in this thread. THE SECOND FIRST POST.
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Thu Jun 10, 2010 4:10 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Zorg ZF-1
So this is basically a hall of fame compilation of all of CaveCricket's mods.
Nice.
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Thu Jun 10, 2010 8:37 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Zorg ZF-1
Homing M16. Feel free to rip it apart and use anything you want in it.
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Thu Jun 10, 2010 8:39 pm |
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