DarkStorm Military Technologies - Updated 6/11/09
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DarkStorm Military Technologies - Updated 7/11/08
Hrm, seeing as how the Darkstorm units are organics (they have chi, robots don't have this), could you implement a new weapons class: <Japanese word for melee skills>. In-game glows or muzzle flashes would represent a kick ("shoot" upwards pointing emitter) or punch, or even a mass based hadoken.
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Sun Aug 24, 2008 6:58 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 7/11/08
YES, this would be so badass if they had a piece of technology that would allow them to produce an effect similar to this.
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Sun Aug 24, 2008 7:19 am |
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Jackzon47
Joined: Wed Jul 16, 2008 9:14 pm Posts: 108
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Re: DarkStorm Military Technologies - Updated 7/11/08
The "New" Gun's Models are not as good as before.
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Sun Aug 24, 2008 12:56 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 7/11/08
So the new soldier you're makeing now is like a heavy unit?
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Sun Aug 24, 2008 2:31 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 7/11/08
DSMK2 wrote: Hrm, seeing as how the Darkstorm units are organics (they have chi, robots don't have this), could you implement a new weapons class: <Japanese word for melee skills>. In-game glows or muzzle flashes would represent a kick ("shoot" upwards pointing emitter) or punch, or even a mass based hadoken. Now HERE's something I can get behind. If I could animate it well, I'd love to be able to give my clones some hardcore crazy martial arts, complete with all sorts of punches and kicks. Also, remember a while back when I mentioned giving my clones a one-in-a-million chance to go into some crazy berserker state when they die? I'd still like to do that, but I don't know how to work it out correctly. If I did, though, that's where they'd start spewing energy blasts everywhere. Jackzon47 wrote: The "New" Gun's Models are not as good as before. Besides the fact that they actually look like they belong in the hands of my clones now. I like them, so nyah. Shard wrote: So the new soldier you're makeing now is like a heavy unit? Yeah, look in the equipment descriptions. It's the Shogun armor.
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Sun Aug 24, 2008 5:30 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 7/11/08
Would it be possible to make a scene with lua that randomly turns dead clones into berserk clones? Something like their sacred grounds and they turn into enraged spirits.
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Sun Aug 24, 2008 5:46 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 7/11/08
While it technically would in b21 it would only work on that one scene. It'd be pretty lame.
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Sun Aug 24, 2008 6:17 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: DarkStorm Military Technologies - Updated 7/11/08
Darlos9D wrote: "All that is necessary for the triumph of evil is that good men to do nothing." ~Edmund Burke All that is necessary for the triumph of English is that Edmund Burke learns grammar. Haha, sorry, had to say it. In any case, I've yet to comment on this new generation of DarKlones. Love 'em. More than anything else, they feel organized. Slick work. Also, Shogun armor? Do want.
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Sun Aug 24, 2008 7:55 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 7/11/08
The Electrolaser does not work on doors or crafts. Data really needs to find out why TDExplosives do that.
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Sun Aug 24, 2008 7:57 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: DarkStorm Military Technologies - Updated 7/11/08
It's uh not exactly hard to guess.
TDExplosives are devices. You can return them by throwing them at craft.
Get this: doors and dropships are modified craft.
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Sun Aug 24, 2008 8:33 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 7/11/08
Omni wrote: Darlos9D wrote: "All that is necessary for the triumph of evil is that good men to do nothing." ~Edmund Burke All that is necessary for the triumph of English is that Edmund Burke learns grammar. Haha, sorry, had to say it. In any case, I've yet to comment on this new generation of DarKlones. Love 'em. More than anything else, they feel organized. Slick work. Also, Shogun armor? Do want. is that good men to do nothing? That doesn't sound right Also i like all the gun sprites except the shotgun sprite.
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Thu Aug 28, 2008 1:37 am |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: DarkStorm Military Technologies - Updated 7/11/08
NeoSeeker wrote: is that good men to do nothing? That doesn't sound right Exactly. It should be: "All that is necessary for the triumph of evil is that good men do nothing."Look at Darlos' sig. It has an excess "it".
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Thu Aug 28, 2008 1:45 am |
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MECAGUY03
Joined: Thu Aug 30, 2007 4:36 am Posts: 65
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Re: DarkStorm Military Technologies - Updated 7/11/08
Gah!, blue text is torture!!! plz use a more eye-friendly text
is there a superunit in this pack? cause if there is one, i probably would look great
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Thu Aug 28, 2008 7:38 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 7/11/08
MECAGUY03 wrote: i probably would look great You certainly do honey
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Thu Aug 28, 2008 7:57 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 7/11/08
Damn download isn't working for me... It'd be really really good if someone could break it up for me, or host in on the DR server, because my internet currently doesn't agree with Darlos' server: Unexpected end of Archive errors are not cool.
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Thu Aug 28, 2008 8:02 am |
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