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 Asplode Corp's SCRAP series - Updated 9th June 
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: SCRAP Series - Update 21st March
metal chao wrote:
Exalion wrote:
and does the skeleton code actually pick between 2 different heads!?? If you're right, that's FREAKIN AWESOME.
I'll have to check it.


There are three I believe.

There are three sprites. And three heads are all coded up for those sprites.

But only one is currently in use in current CC. There is no sort of random selection code for anything but sounds.

As for making each scrap look unique, you'll have to be thinking outside the box for that. You'll need something random in coding to get something random in result. Think what current CC coding has that is random. Angles of a high spread emission, Velocities of an emission, Velocities of a gib, LifeVariance of a gib (look at the AEmitters in a craft's gibs), and that's really all I can think of.


@numgum page 5
For it to be amazingly kickass, yet also setting a new standard for uber, (both of which it does) the latter being my point.


Tue Mar 25, 2008 3:35 am
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Joined: Tue Aug 07, 2007 11:35 am
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Location: Grif is a faggot.
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Post Re: Scrap Series
Evil Frosted Muffins wrote:
I really do not like this mod at all. The sprites and effects are fabulous but the bots are just way too effing weak. It is like fighting with a soldier that is held together with silly string.

No DL


That's the cortex command way.


Sat Mar 29, 2008 11:27 am
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Joined: Sat Dec 02, 2006 11:51 pm
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Post Re: SCRAP Series - Update 21st March
not to sound rude...but a gun/nade/emitter that shoots actors been around since build what ever number I started on.
http://img.photobucket.com/albums/v311/ ... unshin.gif


sure we didn't have a emitter that shot 1 particle per minute to give you a respawn effect.
or is his differnt where you can actually control the person you spawned?


Fri Jun 06, 2008 2:46 pm
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Location: NSW, Australia
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Post Re: SCRAP Series - Update 21st March
The new system lets you control the actor you spawned farvan, it's awesome. There's the slight problem of it always being on red team, but details, details.

CHeck out the CloneFarm and the AAL Mecha to see this in action.

Also, development on this series is a little slow at the moment, what WAS the Scrapmonster (now the Oyster) is actually nearly done, I just need to do the gibs.


Fri Jun 06, 2008 10:05 pm
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Joined: Mon Apr 30, 2007 10:41 pm
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Post Re: SCRAP Series - Update 7th June - By Asplode Corp
this stuff is great


Sat Jun 07, 2008 8:58 am
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Post Re: SCRAP Series - Update 7th June - By Asplode Corp
Please put it all in one folder, then I will download it.


Sat Jun 07, 2008 7:25 pm
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Post Re: SCRAP Series - Update 7th June - By Asplode Corp
Will do, please standbye.
(I was just thinking how messy it all was).

Edit: Done, getting pictures now.


Mon Jun 09, 2008 1:17 am
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
Finish the giant thing!
Scrap bots rock!

:D


Wed Jun 11, 2008 9:16 am
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
Thanks, and the 'giant thing' is getting near completion, but it isn't that big. About the size of a CRobo Trooper.


Wed Jun 11, 2008 10:36 pm
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
Is it a massive pile of attachables?
If so YEY!


Thu Jun 12, 2008 12:07 pm
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
...pretty much.


Thu Jun 12, 2008 10:26 pm
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
Winterous wrote:
YEY!


Fri Jun 13, 2008 10:06 am
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Post Re: Asplode Corp's SCRAP series - Updated 9th June
Can we have a gif of the scrapmonster?


Sat Jun 14, 2008 7:18 pm
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