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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Ghost [WIP]
Ugh, Alenth. I asked moderators in IRC. They did not answer, so I put it where I decided it should be. It is NOT a working mod, in fact, it has the potential to freeze the game.
Stop arguing in my topic about it being in the wrong section, and instead talk about the reason I created the topic in the first place. For other peoples opinions and ideas on solving this problem.
The fact that there is an attachment of my mod is just a bonus.
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Sat Mar 01, 2008 1:58 am |
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CherryT
Joined: Thu Jan 18, 2007 5:16 am Posts: 397 Location: Back at DRL for a while?
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Re: Ghost [WIP]
Purple's right, this does not belong in mods because it is not a finished mod. And because he needs help on it, it belongs in Mod Making.
In any case, I hate to see a weapon as sexy as this one disappear because of stupid game bugs and as long as you're doing it with emitters, Purple, there doesn't appear to be a way to fix the build-up. Is there any way you could do it without emitters? Pinning an MOSParticle in the air could work, but I don't think that orients it with the rotation of the weapon.
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Sat Mar 01, 2008 6:08 am |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: Ghost [WIP]
Weapon is not as devastating as the energy blade that it appears to be, but fun anyway, and the actor's sounds are awesome.
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Sat Mar 01, 2008 4:51 pm |
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Kowie654
Joined: Tue Apr 24, 2007 12:48 pm Posts: 149 Location: In a Lab deep underground researching the secrets of tha whoop
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Re: Ghost [WIP]
holy crap the gif where the guys dives is so awesome
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Sat Mar 01, 2008 10:13 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Ghost [WIP]
The lag on switching to the blade doesn't effect me that much. My only complaints about this are that the angle of the blade makes it difficult to use and that it is impossible to tell when the blade is useful for cutting. Did you try Jox's method?
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Sun Mar 02, 2008 2:48 am |
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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Ghost [WIP]
Yes I tried Jox's method, but it is not a true solution. The range of the weapon is so short, that aiming shouldn't be a problem because the target takes up all of the space in front of you. The only way to actually miss is to turn around, or aim straight down. Situations where you actually have to aim, like the gif of taking out the giant kloveskan robot, should require some skill on your part, and not a just lining up the head with the laser sights. Between attempts at fixing the emitters, I have been making the Ghost's second weapon, the C-20A canister rifle. Muzzleoffset is not corrected, I know that already.
Last edited by purple on Sun Mar 02, 2008 4:59 am, edited 1 time in total.
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Sun Mar 02, 2008 3:36 am |
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DudeGuy
Joined: Sun Mar 04, 2007 11:22 pm Posts: 254 Location: In my happy and/or unhappy place.
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Re: Ghost [WIP]
That Rifle looks awesome! Though, I don't think bullets normally come from the Scope... Ah well. But I can't wait until this pack is out! Keep up the awesome work.
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Sun Mar 02, 2008 4:56 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Ghost [WIP]
Its all great, but the Ghost needs a better jetpack.
I like the rifle, especially the smoke efects. Cant help you with the lag issue on the psyblade, though. but i can say that i've kept it in my invetory for WELL over 5 minutes, and only had 1 frame of lag that lasted a second when i took it out.
Last edited by whitty on Sun Mar 02, 2008 6:22 am, edited 1 time in total.
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Sun Mar 02, 2008 5:40 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Ghost [WIP]
whitty wrote: Its all great, but the Ghost needs a better backpack. Do you mean jetpack? I mean, I hate it when I have to take 5 minutes to get him out of the Campaign's First Mission's Bunker's Shaft!!!
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Sun Mar 02, 2008 5:42 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ghost [WIP]
Just a suggestion, maybe you could make the blade be a muzzle flash, and when you first shoot the blade Activates, and after like 1 minute it breaks and you get a new one.
That'd solve it sorta.
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Sun Mar 02, 2008 5:42 am |
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purple
Joined: Sat Dec 02, 2006 4:00 am Posts: 343 Location: Devil's Advocate
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Re: Ghost [WIP]
I already tried that. The muzzleflash does not last long enough for the trail to look good.
Last edited by purple on Sun Mar 02, 2008 7:36 pm, edited 1 time in total.
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Sun Mar 02, 2008 5:50 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Ghost [WIP]
Foa wrote: whitty wrote: Its all great, but the Ghost needs a better backpack. Do you mean jetpack? yep. whoops... Purple: keep trying, dont give up. you will find a way eventually.
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Sun Mar 02, 2008 6:23 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Ghost [WIP]
whitty wrote: Foa wrote: whitty wrote: Its all great, but the Ghost needs a better backpack. Do you mean jetpack? yep. whoops... Purple: keep trying, dont give up. you will find a way eventually. Or wait until Data fixes it!
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Sun Mar 02, 2008 6:31 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Ghost [WIP]
aaw. Anyway, I sorta meant like, when you first fire it, it starts 'leaking' the blade, and after a while it stops.
Alternatively it could turn off while not being fired.
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Sun Mar 02, 2008 6:31 am |
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Kowie654
Joined: Tue Apr 24, 2007 12:48 pm Posts: 149 Location: In a Lab deep underground researching the secrets of tha whoop
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Re: Ghost [WIP]
Just wondering if you got the idea for this from Starcraft
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Sun Mar 02, 2008 4:08 pm |
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