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 Human Shields (or Clones, whatever) 
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Joined: Sat Jan 17, 2009 8:53 am
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Location: Philippines
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Post Human Shields (or Clones, whatever)
I know there's a way we can, like, use actors as devices (or weapons or however you kids call it these days).

There could be something like a weapon that gets the nearest actor and keeps its center at a certain point of a weapon, therefore using it as a human shields!

Maybe there's some way they could go "pew pew" while you go "rush teh sploiterz!11"?

Balancing:
1) Perhaps they could only be allowed to use one-handed weapons (or too much sparkle magic so nvrmnd?)
2) Your speed is decreased in half (Any way to do this or it's really the weight of the actor + guns that determines your "speed"?)
3) Since it is a shield, you can only use the main-hand weapons. (I think, it's normal).

Wouldn't it be fun to use your enemies as shields?


Thu Jun 17, 2010 11:59 am
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: Human Shields (or Clones, whatever)
There's nothing to stop you adding an actor to inventory and it working exactly as if you're just carrying it.


Thu Jun 17, 2010 12:21 pm
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Post Re: Human Shields (or Clones, whatever)
Oh, wow. I did not see that. :|

Thanks.

EDIT: Omg. That was last year?! Man, I have not been reading. :|


Thu Jun 17, 2010 12:33 pm
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Joined: Sun Mar 29, 2009 11:07 pm
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Post Re: Human Shields (or Clones, whatever)
The Darkstorms Oni can also pick up actors and use them as meaty shields. Or meaty projectiles.


Thu Jun 17, 2010 5:02 pm
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Joined: Wed Feb 24, 2010 11:00 pm
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Post Re: Human Shields (or Clones, whatever)
To make one of these it's easy , pick up all his arms/legs ... put together them make the shield with normal wounds


Thu Jun 17, 2010 8:39 pm
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: Human Shields (or Clones, whatever)
Yeah, if you want a stiff pathetic thingy.

I think meat bags with ragdoll physics and health would be so much funner to play with.


Thu Jun 17, 2010 10:45 pm
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Joined: Mon Mar 16, 2009 10:50 pm
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Post Re: Human Shields (or Clones, whatever)
in the minor mod dump there is a super strength device for picking up and tossing actors.


Thu Jun 17, 2010 10:58 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Human Shields (or Clones, whatever)
Yeeaaaah.
It seems to be by some awfully handsome and talented chap.


Thu Jun 17, 2010 11:04 pm
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Post Re: Human Shields (or Clones, whatever)
dragonxp wrote:
Yeah, if you want a stiff pathetic thingy.

I think meat bags with ragdoll physics and health would be so much funner to play with.

ramonimbao wrote:
like, use actors as devices

Read please


Fri Jun 18, 2010 1:16 am
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Post Re: Human Shields (or Clones, whatever)
Maybe clicking allstone's link may help you.


Fri Jun 18, 2010 1:48 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: Human Shields (or Clones, whatever)
Image
Code:
AddActor = AHuman
   CopyOf = Soldier Heavy
   PresetName = Soldier Heavy + Meat Shield
   HitsMOs = 0
   AddInventory = AHuman
      CopyOf = Dafred
      PresetName = Meat Shield
      Buyable = 0
      HitsMOs = 0
Adding actors to inventory in-game takes lua to do, though. This following thing is a simple, kinda glitcchy way of doing it, but that strength implant mod is probably much better.
Quote:
* to try out held actors, first make Soldier Light not hit mos. Then put this in the console while controlling one.
Code:
A = ActivityMan:GetActivity():GetControlledActor(0); guy = CreateAHuman("Soldier Light"); guy.Team = 0; guy.Mass = 10; gun = CreateHDFirearm("Sniper Rifle"); gun.Mass = 1; guy:AddInventoryItem(gun); A:AddInventoryItem(guy);
The AI will rarely fire, due to fear of friendly fire, but it helps to have a long-barreled gun. Omg aimbot hax.
Futhermore, Image lol wut


Fri Jun 18, 2010 10:35 pm
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Post Re: Human Shields (or Clones, whatever)
This also works.


Fri Jun 18, 2010 11:01 pm
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