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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Ideas
You could make terrain frostings that look like dead clones... Edit: well, scratch that, perhaps. It looks like the frosting sprite definitions are hardcoded...
Last edited by cambiogris on Tue Nov 20, 2007 9:48 pm, edited 1 time in total.
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Tue Nov 20, 2007 9:45 pm |
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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Re: Ideas
metal chao wrote: You know, prespawning corpses is pretty much impossible, unless you make them into a bunker module, in which case they'd all be indentical. And probably made of concrete. Not exactly If you made a custom actor and set the spawnstat to 3 it will kill him right when he apperes, all you would have to do is place them all via ini but it would lag like hell fo the first20-30 seconds Also you could make a bunker out of any material
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Tue Nov 20, 2007 9:45 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Ideas
tosty wrote: metal chao wrote: You know, prespawning corpses is pretty much impossible, unless you make them into a bunker module, in which case they'd all be indentical. And probably made of concrete. Not exactly If you made a custom actor and set the spawnstat to 3 it will kill him right when he apperes, all you would have to do is place them all via ini but it would lag like hell fo the first20-30 seconds Also you could make a bunker out of any material I know you can. But, you know, for convenience if you were going to make (at least) five different modules shaped like corpses you'd probably leave it as concrete, if only to save time >_>
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Tue Nov 20, 2007 9:52 pm |
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flameman1101
Joined: Sat Jun 02, 2007 7:22 pm Posts: 49 Location: Brevard, NC 426 Maple st.
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Re: Ideas
Jox I'll make the map but it wont die if you lose the tower. but it will have a glass shield and it will be big also this in NOT very detailed. it'll look something like this.
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Tue Nov 20, 2007 10:21 pm |
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Classified
Joined: Tue Nov 13, 2007 1:37 am Posts: 41 Location: Unknown
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Re: Ideas
The glass element is too strong!
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Wed Nov 21, 2007 1:27 am |
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flameman1101
Joined: Sat Jun 02, 2007 7:22 pm Posts: 49 Location: Brevard, NC 426 Maple st.
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Re: Ideas
how so?
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Wed Nov 21, 2007 1:29 am |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: Ideas
Make this glass thing an ARocket that don't move and have a big life. Don't make a glass thing, make a forcefield shield thing. You could make those thing as a mod including the map together...
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Wed Nov 21, 2007 2:44 am |
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Classified
Joined: Tue Nov 13, 2007 1:37 am Posts: 41 Location: Unknown
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Re: Ideas
I try to break it in a mod I make. It doesn't break, with all but the strongest weapons.
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Wed Nov 21, 2007 4:34 am |
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flameman1101
Joined: Sat Jun 02, 2007 7:22 pm Posts: 49 Location: Brevard, NC 426 Maple st.
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Re: Ideas
well then it works its supposed to be a shield/ protective dome. so goodies! it worked. also just if your smart make a tunnel or use yo bunkers and go through it.
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Wed Nov 21, 2007 6:39 am |
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SP2
Joined: Sat Mar 17, 2007 9:17 pm Posts: 128 Location: England, United Kingdom
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Re: Ideas
metal chao wrote: You know, prespawning corpses is pretty much impossible, unless you make them into a bunker module, in which case they'd all be indentical. And probably made of concrete. Not unless you make loads of different "dead" clone sprites, and it doesn't mean just because they are bunker modules that they have to be concrete...
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Wed Nov 21, 2007 4:56 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: Ideas
metal chao wrote: tosty wrote: metal chao wrote: You know, prespawning corpses is pretty much impossible, unless you make them into a bunker module, in which case they'd all be indentical. And probably made of concrete. Not exactly If you made a custom actor and set the spawnstat to 3 it will kill him right when he apperes, all you would have to do is place them all via ini but it would lag like hell fo the first20-30 seconds Also you could make a bunker out of any material I know you can. But, you know, for convenience if you were going to make (at least) five different modules shaped like corpses you'd probably leave it as concrete, if only to save time >_> @ Last Post
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Wed Nov 21, 2007 5:47 pm |
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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Re: Ideas
So many people are asking for a volcano scene so i was going to make one but i got bord so i just decided to make a scene that thier are little fir spouts on it what do you think Got any Ideas(Please i NEED IDEAS IM DIEYING OF BORDEM) Or need any help???(Please i NEED IDEAS IM DIEYING OF BORDEM)
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Wed Nov 21, 2007 6:21 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Ideas
If you're REALLY desperate, you could help with the secret project I'm doing.
I'll PM you if you agree to help.
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Wed Nov 21, 2007 7:09 pm |
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cambiogris
Joined: Tue Apr 10, 2007 10:32 pm Posts: 830
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Re: Ideas
Well, here's a quick nuclear block that uses the Nuclear Missile mod... Code: AddActor = Actor InstanceName = Nuke Block AddToGroup = Test PinStrength = 50 Mass = 5 RestThreshold = -500 Sharpness = 0.1 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = CHANGEME FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Leaking Machinery ExitWound = AEmitter CopyOf = Leaking Machinery AngularVel = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Tech Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Tech Resolution = 4 Depth = 10 DeepCheck = 0 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Intense Damage Count = 1500 Spread = 3.14 MaxVelocity = 60 MinVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Heavy Damage Count = 2500 Spread = 3.14 MaxVelocity = 70 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Medium Damage Count = 2500 Spread = 3.14 MaxVelocity = 75 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fire Effect 1 Count = 1000 Spread = 3.14 MaxVelocity = 60 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fire Effect 2 Count = 1000 Spread = 3.14 MaxVelocity = 65 MinVelocity = 1
AddGib = Gib GibParticle = MOSParticle CopyOf = Toxic Smog Count = 700 Spread = 3.14 MaxVelocity = 40 MinVelocity = 30 AddGib = Gib GibParticle = MOSParticle CopyOf = Toxic Smog Count = 700 Spread = 3.14 MaxVelocity = 40 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Nuclear Missle Fallout Count = 500 Spread = 3.14 MaxVelocity = 200 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Fire Glow Count = 2000 Spread = 3.14 MaxVelocity = 125 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Glow Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Glow 2 Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Radiation Glow Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Radiation Glow 2 Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Radiation Count = 1 Spread = 3.14 MaxVelocity = 1 MinVelocity = 1 GibImpulseLimit = 50 GibWoundLimit = 5 GibSound = Sound CopyOf = Metal Penetration Hit
No more lag than the original Nuclear Missile...
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Wed Nov 21, 2007 7:14 pm |
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HSWASA
Joined: Sun Oct 14, 2007 7:57 am Posts: 113 Location: My basement... Why? Are You A Stalker?!
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Re: Ideas
Chain Reaction Tower FTW!!!!
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Wed Nov 21, 2007 11:18 pm |
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