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 Upcoming mod pack "demo" 
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Upcoming mod pack "demo"
I like to show off my mods, and I've been working on this one for ages.. I simply can't hold it in much longer.

But it isn't quite finished... So instead I'll be releasing one actor and one weapon. The Green Guardian Clone and the G67 - Guardian Rifle

Image

The Guardians of Cortex were originally soldiers of another dimension, but we broke open reality, used the energies we got from tearing the hole in the first place, then jumped in and salvaged what we could from that place.

The Green Guardian Clone was designed for Anti-CRobo warfare, and has most of it's strengths. The CRobo's main strength is their plating, as such, we have developed a slightly more durable form of the CRobo armor, and the clone is immune to all CRobo weapons apart from the PA-150. However, the jetpack is weak, and basically the same as a typical Space Order Corp. Jetpack.

In editing the DNA we have made the Green Guardian more resistant to pain, taking longer to bleed out and longer to die if shot at all, we have also made it much faster.


The G67 was originally designed as a single-shot brain masher, the G43 Piercer rifle, but it was rebuilt with new ammo and new built-in systems. The Guardian Rifle fires small balls of refined Irunium (a strange glowing material we found). The Irunium can somehow tell the difference between live clone, active robot, ship, and terrain, as it dissapates on contact with terrain without affecting it, but when it hits a living being or robot, it explodes in a small burst of air, causing great knockback to the enemy it hit and sometimes tearing off limbs. Another strange effect is the effect it has on ships, the Irunium phases right through ships, but gives a slight magnetism effect as it flies out of the other end, causing the ship to fall off course. But the Irunium cannot harm ships directly.

But I also need some help.. See, one of the guardians uses a custom wound. And something is borked with it.
Code:
AddEffect = AEmitter
   InstanceName = Wound white
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = GuardianW.rte/images/wound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Flesh
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1
//   EmissionSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
//      LoopSetting = -1 // Means loop infinitely until stopped
   BurstSound = Sound
      CopyOf = Flesh Penetration Hit
//   EndSound = Sound
//      AddSample = ContentFile
//         FilePath = Base.rte/
   EmissionEnabled = 1
   EmissionCountLimit = 35
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 100
   BurstSize = 10
   BurstScale = 3
   BurstDamage = 8
   BurstTriggered = 1
   EmissionDamage = 0.08
   Flash = None
   FlashOnlyOnBurst = 0

The error message says the property on line 28, the crashdump.bmp shows 20 as the last line, as far as I can tell, they're both fine, but it's my first custom wound so...

Anyway here's the download, if you help I might be able to release it faster.
http://files-upload.com/files/560528/GuardianDemo.rar
Plus a teaser of what's to come.
Image


Sun Oct 14, 2007 9:53 am
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Joined: Tue May 08, 2007 2:12 pm
Posts: 15
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Post Re: Upcoming mod pack "demo"
The actor sprite is alright, though the gun's sprite looks too much like the SMG. The gun is quite lacking in the damage department too. Also, THIS IS SPARTAAA!!!


Sun Oct 14, 2007 1:43 pm
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Post Re: Upcoming mod pack "demo"
Yeah, it's a sprited bullet, so where you are shooting from actually effects the damage.

Best is left firing right. Or up firing down.


Sun Oct 14, 2007 2:01 pm
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Post Re: Upcoming mod pack "demo"
Khyour wrote:
THIS IS SPARTAAA!!!
THAT WAS TOTALLY UNNECESSARY AND VERY POINTLESS.

Also. Why sprite the boolit?


Sun Oct 14, 2007 2:02 pm
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Post Re: Upcoming mod pack "demo"
Extra damage.

Getting hit with a battery doesn't hurt as much as when you hit them with a brick.

But I didn't want it to be a round object, or it would just cause death in every, single, shot, and any smaller than it is now wouldn't hurt at all. So I made it like that, and it has that strange effect.


Sun Oct 14, 2007 2:03 pm
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Post Re: Upcoming mod pack "demo"
Code:
   DrawAfterParent = 1
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1


Right there.

You never defined what it bleeds out.

Code:
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Blood
      Spread = 0.1
      MaxVelocity = 4
      MinVelocity = 1


Fixed.


Mon Oct 15, 2007 3:49 am
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Joined: Tue May 08, 2007 2:12 pm
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Post Re: Upcoming mod pack "demo"
ProjektTHOR wrote:
Khyour wrote:
THIS IS SPARTAAA!!!
THAT WAS TOTALLY UNNECESSARY AND VERY POINTLESS.

Also. Why sprite the boolit?


Okay then, so is it just me, or is this in the Guardian Rifle code:
SharpLength = 300 //THIS IS SPARTAAA!!


Mon Oct 15, 2007 5:20 am
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Post Re: Upcoming mod pack "demo"
Lol. I forgot about that..

No-one: I was trying to make the wound bleed nothing, I guess I'll just make something with lifetime 0. Thanks for that.


Mon Oct 15, 2007 5:24 pm
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Post Re: Upcoming mod pack "demo"
3 solid wrote:
Lol. I forgot about that..

No-one: I was trying to make the wound bleed nothing, I guess I'll just make something with lifetime 0. Thanks for that.




Then set the ParticlesPerMinute to 0 or the EmissionCountLimit to 0


I'm pretty sure that would work.


Mon Oct 15, 2007 11:20 pm
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