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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
no, more would notice because it was, to them, the same as a grenade going off. if the bullet was a TDExplosive the whole time, maybe..

DSTech are robots.
and whutttt, electrolazer cannot be for just kitted dudes, thats not cool at all. =.=
if you nerfed it why would you also restrict who can use it? not cool..
also, concussive grenades maybe?


Tue Nov 11, 2008 1:14 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
and whutttt, electrolazer cannot be for just kitted dudes, thats not cool at all. =.=
if you nerfed it why would you also restrict who can use it? not cool..
?



If you want to use the electrolaser, then:

1: Access the DarkStorm.rte
2: Click on the Electrolaser folder
3: Go to the text document Devices
4: Here, do a ctrl+f, and type in 'buyable', it will take you to a line where it says buyable = 0. Set the 0 to a 1. It will appear in the menu.


Tue Nov 11, 2008 1:18 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I second that motion for concussion grenades.

Also, how does the AI detect? It's based on the type of particle in a certain vicinity? Only when they are hit? What?


Tue Nov 11, 2008 1:18 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
By concussion nades you mean nades that explode in a cloud of repeller particles?


Can we have something that's the exact opposite? Like particles that pull? Imagine it, a nade that kills groups of ♥♥♥♥ with the stuff around it.


Tue Nov 11, 2008 1:21 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I just checked, and the AI doesn't register the grenade from the dummy nade launcher until in explodes. What would be a piratical stealth use for this?


Tue Nov 11, 2008 1:25 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I'm quite curious about this cloaking thing. How would this work?


Tue Nov 11, 2008 1:29 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Geti wrote:
and whutttt, electrolazer cannot be for just kitted dudes, thats not cool at all. =.=
if you nerfed it why would you also restrict who can use it? not cool..
also, concussive grenades maybe?

I didn't nerf the electrolaser at all. It's actually much more powerful than before. I nerfed the Shock Mortar. Both weapons output the same amount of "electrical energy." Basically, the stuff that flies out of the shock mortar slug is exactly the same as what flies out of the impact point of an electrolaser shot. When that energy bolt spawns right in an enemy's face, that enemy is toast. Since its such a long-ranged one-shot-one-kill weapon, I relegated it to a shogun-only weapon. I mean, its powerful.

You may be wondering why the shock mortar can be used normally, then. Well, when the mortar goes off way up in the air, the bolt spreads out a lot more. It can damage quite a few enemies if they're below it, but its also a lot more random in what it does and doesn't hit, and isn't always lethal because of that. Sure, you can launch the mortar directly at an enemy to get a direct-hit effect similar to the electrolaser, but thats difficult and not the best way to use the mortar at all.

In regards to stealth things... I'll definitely try to see if there's anything worthwhile in creating a "silent" weapon. Really, it'd be pretty sweet if something was unnoticeable upon leaving the gun, and then drew attention to the impact point. You could distract units and then backstab them or something. As for cloaking, I messed with that a while back and couldn't get the whole "emitter with null flash" thing to work, so I gave up. If anybody has a better or more concise explanation on that, maybe I could get something up and running.

With respect to concussion grenades... such a thing would be intended for blinding and disorienting units. Which is kinda hard to do in this game... maybe? Perhaps one could release a cloud of small objects that would continuously do something that draws the attention of the AI. This may be worth looking into...

This might turn into an honest-to-god stealth faction yet. Hopefully I can make the Shinobis as badass as the Shoguns in their own way, like I always planned to.


Tue Nov 11, 2008 1:44 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
If you make something emit sharp particles, but they don't collide with anything, it might distract the enemy. Maybe you could make a smoke grenade and attach those emitters to the smoke.


Tue Nov 11, 2008 1:49 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
If you want it to draw the AI's attention you need to make it gib ARockets which use either null.bmp or one pixel as a sprite. They should also die when they hit the ground. If you pull it off right, the AI will fire frantically wherever the grenade is thrown, trying to hit the tiny ARockets.


Tue Nov 11, 2008 1:50 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Lambda wrote:
If you want it to draw the AI's attention you need to make it gib ARockets which use either null.bmp or one pixel as a sprite. They should also die when they hit the ground. If you pull it off right, the AI will fire frantically wherever the grenade is thrown, trying to hit the tiny ARockets.

I guess that could be a flare gun that explodes in the air and emits ARockets(as sparks) until it fades.


Tue Nov 11, 2008 1:51 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
oh, ohkay, so you didnt nerf the lazer. good then, i suppose.
for making stealthy smoke stuff, make it explode a lot of smoke emitters (like a smoke particle with a trail) have some huge grey glows for fog, and some random explosives that harm nothing. explosions scare the ♥♥♥♥ out of the AI, they pay attention to the explosion more than the immediate threat for about .1-.2 of a second, if there was a lot of explosions, that would be a lot of distraction. oh, some team = -1 null rockets definitely wouldnt go astray either, though it would make all you guys spam the cloud aswell. i suppose that would be a good thing though, considering youre trying to throw this at the enemy.
i might make that grenade XD
to make a flashbang, have some glow rape (like, serious washout for at least 3 seconds) and the same crazy effects, unsettling (resthresh. = -50000) MOPixels that arent sharp and dont collide and are invisible (the enemy still watch unharmful, invisible bullets, amazingly bullets) maybe with glows attached, maybe not, null rockets, random safe particle explosions, etc. that would be a weapon to go apeshit with the glows on, and would also be fun to freak the AI out with. the glow washout would make it effective on human players too.
i like smoke a lot more than a flashbang though. like a lot more.


Tue Nov 11, 2008 2:21 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Realistically, I think knocking over AND distracting the AI would be the best way to do a flash bang.
It could even knock the gun out of their hands.

For smoke, maybe you could just make a cloud that has tiny actor emissions so they shoot into it, but not accurately.
I mean, if someone threw a smoke grenade into a corridor wouldn't you shoot wildly into it?


Tue Nov 11, 2008 2:45 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
mmhm. and a lot of smoke. like at least filling up 2 bunkermodules (vanilla tunnels for those picky types) with some trails coming out. that would be awesomecool. especially if you got one to go off at the AI's feet, then theyd go nuts XD


Tue Nov 11, 2008 2:47 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
I'm kind of curious on just how you make the electrolaser do its thing, Darlos. I was fooling around with it, and its power seems to depend on the amount of rounds you have colliding- I was kind of reminded of the CRobo and AAL lasers. So I tried a little experiment. I upped the round count and the RTT ratio to 5, a bit of a boost from the usual two, which is the base minimum for this chain reaction. I saw that just firing one bullet didn't have the crazy lightning bounce effect, only an impact. Two, the usual, had an. But 5 of those little bastards impacting one place simultaneously? DAMN =O I saw eye-rape glow that would put Shook's plasma explosions to shame, and it burned through the terrain and bunker modules like a mother. Also, the lightning seemed to last a little longer then it usually would, and it also spread out across a wider range.

Sh- I've gone and ranted again.

TL;DR: How does the electrolaser create those chain reactions when two or more rounds hit something simultaneously?


Smoke nade- I think that anything, like a gib or a bullet, alerts the AI to your presence. I've had allies stop shooting at the enemy and just turn around to look at me like "!" because I had to reload my gun :P Never know. Maybe if it hurls a lot of invisible, low-mass, low-sharp particles that exist in the screen of the smoke?

As far as concussive grenades go, that would be a nice idea. Most of the grenades made are either Fragmentation grenades, Incendiary grenades, or Percussion grenades. If you could make an effective Concussion grenade it would be pretty cool- I can see it now, using it as an air-burst against easily crushed enemies like dummies and skellies. It's so much more economic then body slamming them with a giant robot.


Tue Nov 11, 2008 3:32 am
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Post Re: DarkStorm Military Technologies - Updated 11/9/08
Actually I've experimented with it, and apparently there are a variety of things that can alert the AI to your presence. These things range from getting hit my expended shells, to being touched by smoke from emitters.


Tue Nov 11, 2008 3:49 am
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