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Mindbug
Joined: Sun Oct 29, 2006 7:17 pm Posts: 50
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Re: Minor Mod Compendium
I was messing around with a grenade, trying to make something that wouldn't hurt actors nor ground, but flip ships around and throw them to the ground. Instead a made an untraceable killer bomb that destroys in a weird way. Everything in its vicinity (That means: Unblocked view ) is destroyed, and it has a big area of effect. I didn't really bother with the price, as i throught that if you used this, you used some money cheat as well Also, awesome smiley sprite for awesomeness
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[The extension jpg has been deactivated and can no longer be displayed.]
Funbomb.rte.zip [5.47 KiB]
Downloaded 359 times
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Mon Sep 29, 2008 8:33 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Minor Mod Compendium
Different heart colors. Crop, copy, and paste them into Base.rte/GUIs/Skins/Base/fatfont.bmp and Base.rte/GUIs/Skins/MainMenu/fatfont.bmp. Make sure you line up the little dots and match the dot color to the fatfont.bmp color.
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[The extension bmp has been deactivated and can no longer be displayed.]
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Sun Oct 05, 2008 1:29 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Minor Mod Compendium
Mr X the almost invincible. I made this guy as an experiment to see if it was possible to survive Zalo's portal demonstration (vertical inherits velocity warp). It is. In the process, this funny little guy was made as indestructible as possible. He also gives you unlimited funds upon purchase.
Attachments:
File comment: He's amazing. And kinda short...
MrX.rte.rar [2.69 KiB]
Downloaded 553 times
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Tue Oct 21, 2008 10:42 am |
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Flamester
Joined: Fri May 16, 2008 1:33 am Posts: 3
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Re: Minor Mod Compendium
Can he survive a Ypsilon Cannon? I'm assuming thats where the "almost" comes into play.
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Tue Oct 21, 2008 8:22 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Minor Mod Compendium
Theoretically, he could, but he is often killed by large heavy objects moving at great speed. This makes NO sense though, as he is made of test material, has incredible joint strength, and cannot be hurt by bullets of falling.
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Wed Oct 22, 2008 5:38 am |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Minor Mod Compendium
I don't understand it, but a robot with an SMG walked up and killed Mr. X. I couldn't believe it. Also, if he's made of test, the ypsilon should kill him. Numgun said that "Ypsilon still cuts through (The block things made of test) like hot knife + butter" so I wouldn't gamble on it :p
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Thu Oct 23, 2008 2:49 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Minor Mod Compendium
Ultric wrote: I don't understand it, but a robot with an SMG walked up and killed Mr. X. I couldn't believe it. Also, if he's made of test, the ypsilon should kill him. Numgun said that "Ypsilon still cuts through (The block things made of test) like hot knife + butter" so I wouldn't gamble on it :p Let me show you what the ypsilon fires: Code: AddEffect = MOPixel InstanceName = Main Cannon fire Mass = -2000000000 RestThreshold = 500 LifeTime = 900 Sharpness = 9999999999999999999999999999999999999 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 1 That is the main particle of the beam phase. And it gets worse. This is what the final blast is made out of: Code: AddEffect = MOPixel InstanceName = Particle Ypsilon overkill Mass = -99999999999999999999999999999999999999 RestThreshold = 500 LifeTime = 89 Sharpness = -999999999999999999999999 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 220 G = 250 B = 240 Atom = Atom Material = Material CopyOf = Xenocronium InstanceName = Ypsilion Bounce = 9000 Friction = -9000 StructuralIntegrity = 500000000 TrailColor = Color R = 220 G = 250 B = 240 TrailLength = 10000 Anything that has GetsHitByMOs = 1 and collides like normal objects do is completely fudged if its gets hit by the ypsilon.
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Thu Oct 23, 2008 2:56 pm |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Minor Mod Compendium
numgun wrote: Ultric wrote: I don't understand it, but a robot with an SMG walked up and killed Mr. X. I couldn't believe it. Also, if he's made of test, the ypsilon should kill him. Numgun said that "Ypsilon still cuts through (The block things made of test) like hot knife + butter" so I wouldn't gamble on it :p Let me show you what the ypsilon fires: <CODE> That is the main particle of the beam phase. And it gets worse. This is what the final blast is made out of: <CODE> Anything that has GetsHitByMOs = 1 and collides like normal objects do is completely fudged if its gets hit by the ypsilon. Exactly what I meant. They were asking if their actor made of test would be able to stand up to the force a ypsilon. In return, I loosely quoted what you said in the AAL thread.
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Sat Oct 25, 2008 12:46 am |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: Minor Mod Compendium
-Minor Mod Removed- As mentioned a little further down, someone thought this was a little bit more than a minor mod... Cheer Aspect!
So yeah, it'll be in Mod Releases soon enough...
Last edited by Nachos on Fri Oct 31, 2008 1:45 am, edited 2 times in total.
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Thu Oct 30, 2008 11:53 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: Minor Mod Compendium
OMFG , you've got my dl
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Thu Oct 30, 2008 12:02 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: Minor Mod Compendium
It's a hunk of junk but it's a fun hunk of junk.
Also a very well-sprited hunk of junk.
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Thu Oct 30, 2008 8:02 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Minor Mod Compendium
Fun helicoptor, Just found it... Good. Making me recall an idea I once had...
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Thu Oct 30, 2008 10:35 pm |
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Aspect
Joined: Mon Apr 28, 2008 1:35 am Posts: 383
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Re: Minor Mod Compendium
don't know if i'd put it in minor mod compendium... it's really cool, and the rotor idea is really more than minor. Great stuff.
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Thu Oct 30, 2008 10:44 pm |
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Nachos
Joined: Mon Oct 20, 2008 12:32 pm Posts: 66 Location: Australia
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Re: Minor Mod Compendium
Aspect wrote: don't know if i'd put it in minor mod compendium... it's really cool, and the rotor idea is really more than minor. Great stuff. Okie Dokie then, I updated it anyway so it was a little more controllable and doesnt die from touching the ground, lol. Thanks, I didn't want my first mod to be just something that has been done a million times before. It'll be up in the Mod Releases forum in a little while, I'm going to try and give it a .30 cal cannon. woop woop!
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Thu Oct 30, 2008 11:07 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Minor Mod Compendium
I'm re-releasing my first released mod and I hardly changed a thing. But someone suggested it, and the whole reason it wasn't well received was because it was small and simple. Now being in this topic, I don't think that will be a problem. Just some useful sprite-spliced stair modules. They fit seamlessly with vanilla modules, literally, and in style. (obviously; they're just spliced vanilla sprites after all) Their prices are well balanced, in a materialistic comparison to vanilla content. Half Flight L/R (24 pixel tall flight of stairs) Top L/R Segment L/R (you can elongate these stairs as much as you like) Bottom L/R There's also those little step-up stairs, as seen in the screen shot, but the spriting isn't the best, and there's similar stairs in the vanilla content now; there wasn't at the time I'd originally made this. I left them in anyway if anyone wanted another style. Comment them out if you don't. ------------------------- I guess my manual door can go here too. It's another pre-B19 mod, an old fashion ARocket Door, manually controlled. LazyFaith wanted one, and I tidied it up, and now I figure that I might as well actually release it in some way or another. It doesn't fit the style of the ADoor doors of B19 and onwards, because they weren't availible for reference; there was just the surrounding modules to speculate upon and try to fill ourselves. Stronger and faster; the door costs twice as much as it's vanilla counterpart. Select the actor and press the fire button to open/close. Set the AI to 'Stay' with the pie menu if it starts automatically opening. The wasd buttons control some little glowy lights I threw on there just for the hell of it. Ironically, when placed next to some of the vanilla Door As, they do the opposite of what the manual door does, because they sense it and open up for it.
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Wed Nov 05, 2008 3:16 am |
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