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 Crobotech Mod Beta 2 
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
Post Re: Crobotech Mod Beta 2
capnbubs wrote:
Beta updated again, please download Beta 2c

Tech/Troopers take more damage from breakwounds.

All foreground arms are now hitbymos = 0 which means bullets pass through them and hit the torso, should mean it's almost impossible for a crobo to lose his weapon arm now.

I feel the sacrifice of realism in this case was worth it to improve gameplay.

I've OFTEN thought about doing something like that. Because, honestly, the arms and torso shouldn't be considered to be lined up one in front of the other so the arms always get hit first. One would think that the enemy would be aiming for the torso anyway.

It'd be neat if you could make it so limbs couldn't be hit by bullet-like projectiles, but could be damaged by wide-area blasts from explosions and shotguns. But, alas, you cannot.


Wed May 14, 2008 10:37 pm
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Post Re: Crobotech Mod Beta 2
Darlos9D wrote:
capnbubs wrote:
Beta updated again, please download Beta 2c

Tech/Troopers take more damage from breakwounds.

All foreground arms are now hitbymos = 0 which means bullets pass through them and hit the torso, should mean it's almost impossible for a crobo to lose his weapon arm now.

I feel the sacrifice of realism in this case was worth it to improve gameplay.

I've OFTEN thought about doing something like that. Because, honestly, the arms and torso shouldn't be considered to be lined up one in front of the other so the arms always get hit first. One would think that the enemy would be aiming for the torso anyway.

It'd be neat if you could make it so limbs couldn't be hit by bullet-like projectiles, but could be damaged by wide-area blasts from explosions and shotguns. But, alas, you cannot.


You should set it up like that, as it is it's almost as if the arms are an extra layer of torso armour with the way it's set up now.


Wed May 14, 2008 10:46 pm
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Post Re: Crobotech Mod Beta 2
capnbubs wrote:
Roy-G-Biv wrote:
How many betas do you plan on releasing?


I'll just keep releasing betas till I feel that the mod is finished.

I'm happy enough with the quality now that this is will be the final incarnation of the Crobos in cortex command. I won't be starting from scratch again, I'll just convert them up between builds.

That's kind of sad to hear.
Even if new builds radically change CC graphics & code wise?
Will you still make mods from scratch?

Through my play through

Pros
+ Sprites = awesome
+ Decently powerful
+ Helmets can somehow block the MPAM's Railcannon entirely, but the helmet breaks

Cons
- Flames don't seem to hurt anyone
- Flames bounces off of people's heads

What are those blue things that appear when the trooper's helm gets shot?


Wed May 14, 2008 11:33 pm
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Post Re: Crobotech Mod Beta 2
He said that he isnt going to build the mod from scratch...


Thu May 15, 2008 12:21 am
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Post Re: Crobotech Mod Beta 2
I love it when they decide to comment it out instead of not including it.

Thank you.


Thu May 15, 2008 12:30 am
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Post Re: Crobotech Mod Beta 2
zalo wrote:
I love it when they decide to comment it out instead of not including it.

Thank you.


Whaddya mean...


Thu May 15, 2008 12:33 am
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Post Re: Crobotech Mod Beta 2
zalo wrote:
I love it when they decide to comment it out instead of not including it.

Thank you.

I Luv [/notlitterally] You 4 Finding Easter eggs!!!!!!!
Will report on Tank and Goliath.


Thu May 15, 2008 12:35 am
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Post Re: Crobotech Mod Beta 2
Roy-G-Biv wrote:
capnbubs wrote:
That's kind of sad to hear.
Even if new builds radically change CC graphics & code wise?
Will you still make mods from scratch?

Cons
- Flames don't seem to hurt anyone
- Flames bounces off of people's heads

What are those blue things that appear when the trooper's helm gets shot?


I'll keep working and updating the Crobos I just wont start them from scratch again. I'd rather work on other mods I have planned. I very much doubt the graphics and code will change enough that I actually have to restart from scratch.

The reason the flames don't hurt anybody is because I didn't want the flames to hurt the crobos as they should be able to walk through a fire without recieving damage to more than their paint job. If I made the flames hurt anybody they would have hurt the crobos too. Also I made the flames MOSParticles so that they would be virtually lag free, but you can't attach any emitters to them. I basically added them for visual effect :)

The blue sparks are supposed to be effects from the energy shielding they use on their armour. I'll write up more about it when I finish the mod and do a proper release I expect.

Thanks for the comments!


Thu May 15, 2008 12:58 am
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Post Re: Crobotech Mod Beta 2
Roy-G-Biv wrote:
zalo wrote:
I love it when they decide to comment it out instead of not including it.

Thank you.

I Luv [/notlitterally] You 4 Finding Easter eggs!!!!!!!
Will report on Tank and Goliath.


Tank has no gun, Goliath won't load yet, needs a complete recode.


Thu May 15, 2008 12:59 am
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Post Re: Crobotech Mod Beta 2
--Delete--


Thu May 15, 2008 1:07 am
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Post Re: Crobotech Mod Beta 2
Image

Happiness is just a Crobo Bomb away.....

Despite all that blood, it couldn't put out the fire.


Thu May 15, 2008 1:35 am
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Post Re: Crobotech Mod Beta 2
Tank fails at crushing stuff.
Also, what is Rising Object Test?
What might it be used in.


Thu May 15, 2008 2:04 am
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Data Realms Elite
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Post Re: Crobotech Mod Beta 2
I'm guessing the tank is currently a shield.


Thu May 15, 2008 2:30 am
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Post Re: Crobotech Mod Beta 2
Roy-G-Biv wrote:
Tank fails at crushing stuff.
Also, what is Rising Object Test?
What might it be used in.


Dunno how to get the tank to crush stuff, haven't messed with it much yet.

Rising Object was concept stuff, just to see if I could get something to rise upwards at a constant speed.


Thu May 15, 2008 2:33 am
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Data Realms Elite
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Post Re: Crobotech Mod Beta 2
The mid-back, just under the jetpack, I think for the Troopers or Techs and the hole in the back of helmet for most Croboes, that's a good place to attack!

And it seems when you bust the armor of a Tech and a Trooper, I think, you hear a shut down, and like five seconds later the a weak force field appears, is this true Capn?


Thu May 15, 2008 3:39 am
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