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Coops150
Joined: Thu Dec 11, 2008 11:53 pm Posts: 73 Location: In the pickle jar in your fridge
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Re: Codename: C-storm (V2 Released. Bunker Building)
TheLastBanana wrote: It's with the Mac version, all the Ronin Soldiers have different names, such as Mia, Brutus, Dafred, etc... so do i get to play the level? do i have to type anything? WHAT DO I DO?
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Sun Jan 04, 2009 7:07 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Codename: C-storm (V2 Released. Bunker Building)
i have the same problem and am also in the dark about what to do about it. Assistance please.
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Mon Jan 05, 2009 12:34 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Codename: C-storm (V2 Released. Bunker Building)
Get the bunker build version and using whatever text editors macs have, open storm.lua, and replace "Ronin Soldier 6" in "playerActor = CreateAHuman("Ronin Soldier 6");" with the name of your favorite base actor.
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Mon Jan 05, 2009 1:19 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Codename: C-storm (V2 Released. Bunker Building)
Alternatively, change it to playerActor = CreateAHuman("Gordon");
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Mon Jan 05, 2009 5:13 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Codename: C-storm (V2 Released. Bunker Building)
Unique map I guess. It's funny to watch my Bear Federation guys shoot at the incoming C-Storm but get shredded up themselves.
OFF-TOPIC: If the names in the Mac version for Ronin are different, what else is?
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Mon Jan 05, 2009 9:28 pm |
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Sashi
Joined: Thu Mar 13, 2008 5:02 am Posts: 46 Location: Michigan, United States
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Re: Codename: C-storm (V2 Released. Bunker Building)
Jesus fudge, wasn't what I was expecting! My poor soldiers... just... torn to bits!
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Tue Jan 06, 2009 1:39 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Codename: C-storm (V2 Released. Bunker Building)
A new sort of fun that I haven't felt in a while. That storm is crazy.
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Wed Jan 07, 2009 5:27 am |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Codename: C-storm (V2 Released. Bunker Building)
Pretty fun adding some weapon and money objects to spawn after the storm, then go out and grab them so you can buy more concrete to repair your storm wall.
I just kinda wish it was changed to something else than [beep], since it's kinda too ridiculous. Or just make a version with a sandstorm, and those gold objects.
Love survival maps like this.
E:
Actually I can see a gamemode spawning from this.
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Wed Jan 07, 2009 10:43 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Codename: C-storm (V2 Released. Bunker Building)
What gamemode? Care to share:)?
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Wed Jan 07, 2009 12:13 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Codename: C-storm (V2 Released. Bunker Building)
There is already something in planning to come out of this gamemode wise.
May or may not come to be though.
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Wed Jan 07, 2009 1:42 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Codename: C-storm (V2 Released. Bunker Building)
The Decaying Soldat wrote: What gamemode? Care to share:)? Well, my idea was that replace the current storm with small rocks, sand, whatever eats away terrain like the current one. Then, after each storm has expired, you go to gather the valuable stuff, and toss it into some sort of teleporter that sends it to orbit. The trick is, that each storm is slightly more powerful, so you'll need to venture further into the desert to buy more deployable barriers / concrete sprayers, to keep up with the wall-eating effect. You could start with different kinds walls, buildable in the bunker-building phase so you could determine the starting difficulty. The map needs to be a bit larger though. Also, the storm timer should be randomized, so it would stay invisible until a set amount of time, so you would never know exactly how long it would take for the storm to come, and would add a factor of uncertainty to the gameplay. When the counter turns visible, it would display a number between 10 to say, 30 and you would have that much time in seconds to run to your base or try to dig a foxhole where to survive for the storm. This idea needs something more, but can't put my finger on it. Dangit. Well, Dauss or TLB or whoever is coding your thing, if you can use this or make it similar, it would be greatly appreciated.
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Wed Jan 07, 2009 7:37 pm |
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Voracious32
Joined: Sun Apr 13, 2008 5:24 pm Posts: 49
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Re: Codename: C-storm (V2 Released. Bunker Building)
The storm is neat, but is there any object? You can survive forever in an underground bunker. Also, why is there sand instead of just crabs? Or is the sand just crabs ground to a fine dust?
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Wed Jan 07, 2009 11:37 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Codename: C-storm (V2 Released. Bunker Building)
It's not necessary to have the storm to kill everything, even underground. However, you have a point there...Crab corpses should be all over the desert right at the beginning.
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Thu Jan 08, 2009 1:16 pm |
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Nukes-For-All
Joined: Tue Dec 11, 2007 5:53 pm Posts: 26 Location: Nevermore
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Re: Codename: C-storm (V2 Released. Bunker Building)
There was crab everywhere...man. I saw one guy....his legs had been blown off.....vietcrab. You werent there man!!!you-werent-there Good map just a little hard to stay alive when you shelters have been bombed.
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Sun Jan 11, 2009 12:16 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Codename: C-storm (V2 Released. Bunker Building)
You could always make the enemy spawn along with this. That'd make it more fun than it already is.
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Sun Jan 11, 2009 5:07 pm |
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