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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: 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. Yeah Im fully aware of that, no worries. One question though: Code: AddExit = Exit Offset = Vector X = 0 Y = 36 Velocity = Vector X = 0 Y = 50 Radius = 36 Range = 30 Which is which of those two last variable and how do they work? Which defines how wide and how far the exit area extends on a craft, Range or Radius?
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Tue Dec 09, 2008 3:09 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Ask Data... D:
I think radius is the width and range is the length, not to sure though.
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Tue Dec 09, 2008 3:26 pm |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Yep, radius is width and range is length.
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Tue Dec 09, 2008 5:03 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
What exactly makes the rocket so special that it can recover HP? Also, is the novastar going to be a crab?
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Tue Dec 09, 2008 9:10 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
No, he mentioned it'll be an AHuman a while back.
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Tue Dec 09, 2008 9:17 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]
CandleJack wrote: What exactly makes the rocket so special that it can recover HP? Also, is the novastar going to be a crab? Winterous wrote: 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 10:34 pm |
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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]
numgun wrote: Numgun wrote: It also recovers HP if its being shot at. /facepalm Srsly, dont make me enlarge that "recovers" word all across your screen. It could either recover the damage it receives initially from the wound or recover the damage it has previously taken. The sentence makes sense either way. Either one would be recovery of damage; it's just a matter of what damage is being recovered.
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Wed Dec 10, 2008 12:47 am |
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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]
well i tried negative pixel count and of course code just counted it as zero. however... when i fired the gun EVERYTHING that was close to me flailed around hilariously like they do when they get shot but have no wep.
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Wed Dec 10, 2008 1:59 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]
AH I see what you mean now Numgun. But that IS going to look damn weird in-game...
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Wed Dec 10, 2008 6:26 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]
Exalion wrote: AH I see what you mean now Numgun. But that IS going to look damn weird in-game... It looks pretty cool actually and works flawlessly. I also made a new turret. Its called AAL Amber. It has 2 firing modes, a shield deployer and a regen system like the rocket. I'll try to make pics later this day. As for now, I updated the pilot and the marine with the same gore system I used in BW:Mercenaries mod. Now they bleed alot and are much more easier to kill. And the pilot got his arsenal revamped too. I also added the TTR nuke to the mod. It has a countdown timer and a better after effect. Heres a small pic on the Pilot:
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Wed Dec 10, 2008 6:54 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]
I just hope they have the key characteristics of the Soccer Klones; Bodily Desctruction.
Heh, 'Well, Bob was never the same after that day, we should have eaten more meatloaf on Meatloaf Saturday after Meadful Friday, he lost his face, and his torso, and ribs, it took us a few days to stabilize him, and then a few weeks to replace his lost body parts, AAL seriously needs to steal some AE tech."
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Wed Dec 10, 2008 7:21 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]
Real nice man. That gore is awesome.
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Wed Dec 10, 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: -Alteisen Arsenal Labs- ))AAL Product [Under work]
I love the pilot, his sprites are really good. Really good. And he's always fun to play with, I love it when my brother shoots down a Titan I ordered and I get him to play with for free.
But the Marine's visor is pretty crap looking Numgun... it's so flat, and the small gradient around the edges looks pretty tacky. Do something about it.
Looking forward to this!
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Wed Dec 10, 2008 10:48 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Something about the Marine always bothered me, and now I know how to put it in words: It looks like his head is turned too much towards the screen. I can understand the shoulders since he's holding heavy weapons, but it would be nice to have the head looking towards the enemy more - right now it's halfway between looking forward and looking out at us players in disbelief that he's being controlled by a brain in a jar.
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Wed Dec 10, 2008 8:44 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]
undertech wrote: Something about the Marine always bothered me, and now I know how to put it in words: It looks like his head is turned too much towards the screen. I can understand the shoulders since he's holding heavy weapons, but it would be nice to have the head looking towards the enemy more - right now it's halfway between looking forward and looking out at us players in disbelief that he's being controlled by a brain in a jar. Thanks for the tip, I'll see what I can do. Heres a teaser on the new stuff: The Amber turret, Cargo rocket, and a preview of the countdown on the nuke. And then a picture of the nuke going off: Lots of stuff still needs work and the turrets are being somewhat annoying with their problems. They seem to go retarded often that disables their ability to sharpaim completely. No idea what is happening here.
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Wed Dec 10, 2008 11:39 pm |
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