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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Exalion wrote: Nice numgun, although I'd drop the negative wound thing. It just doesn't fit in-game, I've tried it a few times. Aka you failed. I'm planning on doing this feature on another unit aswell. Just you wait.
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Mon Dec 08, 2008 12:31 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
numgun wrote: (freaking gigantic rocket) Hell. Yes.
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Mon Dec 08, 2008 12:43 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
numgun wrote: Exalion wrote: Nice numgun, although I'd drop the negative wound thing. It just doesn't fit in-game, I've tried it a few times. Aka you failed. I'm planning on doing this feature on another unit aswell. Just you wait. Actually what he meant by that was that it's just an iffy 'feature', not that it actually fails to function.
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Mon Dec 08, 2008 1:18 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
numgun wrote: @ Foa: Yeah, I remember that. I didnt play BSF when he was here though. Not sure if any of you heard but there was an update recently, although it seems to have broken more than it fixed. Do check out the forum sometime, if you can stand overinflated egos and monumental idiots. I think you'll find one of the admins to be quite... familiar. numgun wrote: Also teaser time: AAL Cargo Rocket
<de-img'd>
This beast will deliver the marines to the ground nice and safe. It also recovers HP if its being shot at. It looks like a barrel with tiny little stubby legs. Or a drop pod, but with engines and legs. @Winterous; perhaps numgun knows some intricacy to the system that Exalion doesn't? Only time will tell.
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Mon Dec 08, 2008 1:58 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Winterous wrote: numgun wrote: Exalion wrote: Nice numgun, although I'd drop the negative wound thing. It just doesn't fit in-game, I've tried it a few times. Aka you failed. I'm planning on doing this feature on another unit aswell. Just you wait. Actually what he meant by that was that it's just an iffy 'feature', not that it actually fails to function. I understood what he ment and my point still stands: He failed. Its about HOW the modder pulls it off. And I will do it well.
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Mon Dec 08, 2008 2:20 pm |
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Manticore
Joined: Tue Nov 18, 2008 1:03 am Posts: 342 Location: Spathiwa
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
hmm ive been wondering if you could make a weapon that CAUSES healing wounds. i know a little code and so i know that sharpness mass and pixelcount are the actual damage doers just wondering. trying negative pixel count now
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Tue Dec 09, 2008 5:54 am |
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Manticore wrote: negative pixel count That...can't be good for the universe. It's like setting your monitor resolution to -1 by -1. Try it. Your computer will implode!
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Tue Dec 09, 2008 6:00 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: -Alteisen Arsenal Labs- ))AAL Product [Under work]
dracura wrote: Manticore wrote: negative pixel count That...can't be good for the universe. It's like setting your monitor resolution to -1 by -1. Try it. Your computer will implode! What about the square root of -1 divided by 0, by the square root of -1 divided by 0.
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Tue Dec 09, 2008 6:03 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
numgun wrote: I understood what he ment and my point still stands: He failed. Its about HOW the modder pulls it off. And I will do it well. The ONLY way I can see you doing that is with some spectacular and explanatory wound effects. Also, lame: quote pyramids are blocked.
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Tue Dec 09, 2008 6:48 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: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Exalion wrote: numgun wrote: I understood what he ment and my point still stands: He failed. Its about HOW the modder pulls it off. And I will do it well. The ONLY way I can see you doing that is with some spectacular and explanatory wound effects. Also, lame: quote pyramids are blocked. Bay12 Quote Pyramid; Too big, raped processing, over 1000 levels, though it collapsed, not blocked.
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Tue Dec 09, 2008 7:16 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Manticore wrote: hmm ive been wondering if you could make a weapon that CAUSES healing wounds. i know a little code and so i know that sharpness mass and pixelcount are the actual damage doers just wondering. trying negative pixel count now MEDPACKS!
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Tue Dec 09, 2008 7:20 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Manticore wrote: trying negative pixel count now Can't have negative amounts of object, just negative attributes for objects. 'Negative wounds' are regular wounds with negative damage attributes. The only healing devices currently possible are ones that break themselves and leave a breakwound with negative damage. Because they break themselves to leave said breakwound, they're only good for one use. For example... This concept isn't mine at all, I forgot who came up with this. I just recreated the general idea for personal use when I couldn't find the original. I also threw in cheaper, lighter, short-term pain relief pills. You're still gonna go back to your original damage, but they can sustain you for up to a minute past when you should have died. They crash if you use several on one actor btw. So, numgun, about your rocket's wounds, does it get damaged by wounds then restore itself; meaning you have to shoot it a bunch really quickly and get the health below 0 before it regenerates? Because I'd think that would be the best means of implementation of negative damage on wounds on a rocket. Because if it's health increased when you shoot it; that'd be kinda lame.
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Tue Dec 09, 2008 8:32 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: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Nevermind, anyways, this is different from what Banana made.
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Tue Dec 09, 2008 8:43 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Azukki wrote: So, numgun, about your rocket's wounds, does it get damaged by wounds then restore itself; meaning you have to shoot it a bunch really quickly and get the health below 0 before it regenerates? Because I'd think that would be the best means of implementation of negative damage on wounds on a rocket. Because if it's health increased when you shoot it; that'd be kinda lame. Numgun wrote: It also recovers HP if its being shot at. /facepalm Srsly, dont make me enlarge that "recovers" word all across your screen.
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Tue Dec 09, 2008 1:57 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Having regenerating health is theoretically a good idea, it allows you to have a craft with the main body having a large GibWoundLimit, but also able to be killed quickly by massed firepower.
If you shoot only a few guns, you'll have to reach the GibWoundLimit, but if you have LOTS of guns, then you can actually defeat the health regeneration.
You'd have to be sure to make the regen never go above the initial damage though, because otherwise it could influence the amount of money gained from returning the rocket.
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Tue Dec 09, 2008 2:07 pm |
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