Author |
Message |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 11/22/08
I... probably won't be doing all that. Rather, it'd just rip a thruster off from the outside.
Or are we talking about a Shinobi? In that case, the ship would just cut off and crash, after he murders the pilot... or busts the AI controller, or whatever. I'm not sure if I really want shinobi "back-stabbing" large craft though. Maybe if he can get in while the hatch is open. I dunno.
|
Sat Feb 14, 2009 3:21 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: DarkStorm Military Technologies - Updated 11/22/08
can we have a shogun clinging onto the craft and ripping bits off? i like the idea of the shinobi cutting into things with its shock-knife while holding on.. that would make for sparky metaldestruction, especially if they were doing heaps of quick slashes. it would take a while to cause a fatality in that case though (unless you grabbed onto a drop-ship engine i suppose) and that would give the enemy some time to shoot you off their rocket. getting inside a drop-ship through the hatch could be interesting, funny if you could jump in, kill the cargo, and when he comes out drop some gibs along with him omfgsonofabitch.
Last edited by Geti on Sun Feb 15, 2009 10:17 am, edited 1 time in total.
|
Sat Feb 14, 2009 3:31 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 11/22/08
|
Sat Feb 14, 2009 4:09 am |
|
|
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
|
Re: DarkStorm Military Technologies - Updated 11/22/08
it's just a misplaced T...
unless he thought it was spelled that way
|
Sat Feb 14, 2009 4:36 am |
|
|
CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
|
Re: DarkStorm Military Technologies - Updated 11/22/08
Maybe you should make a lua scene to test out the things you want to incorporate. Also, how big will the Oni be?
|
Sat Feb 14, 2009 6:51 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: DarkStorm Military Technologies - Updated 11/22/08
|
Sat Feb 14, 2009 6:56 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 11/22/08
crazyMLC wrote: ...Haruhi Suzumiya? Sadly, I couldn't find a Picard facepalm I liked. They were all those fake inspirational pictures. Kyon is an okay replacement. CandleJack wrote: Maybe you should make a lua scene to test out the things you want to incorporate. Also, how big will the Oni be? Maybe...? I GUESS the code could carry over once Lua goes universal. I hope. Because this is a tempting idea. At the very least I could hammer out my menu system.
|
Sat Feb 14, 2009 5:26 pm |
|
|
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
Re: DarkStorm Military Technologies - Updated 11/22/08
With the Lua right now, I don't think the menu system would be very easy to do. Most drawing functions aren't supported. The only one I can find is drawline.
|
Sat Feb 14, 2009 10:43 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: DarkStorm Military Technologies - Updated 11/22/08
Btw good news Darlos, your mod works in the new build.
|
Sat Feb 14, 2009 11:34 pm |
|
|
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
|
Re: DarkStorm Military Technologies - Updated 11/22/08
hate you
|
Sun Feb 15, 2009 6:22 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: DarkStorm Military Technologies - Updated 11/22/08
oh ♥♥♥♥, sorry about that typo. no, i didnt think shogun was spelt that way. im actually really into japanese culture and history, and anime i suppose so i facepalmed when i saw what i wrote too. allow me to edit that away.
|
Sun Feb 15, 2009 10:17 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 11/22/08
numgun wrote: Btw good news Darlos, your mod works in the new build. Well, thats good to know. I guess that means Data decided not to randomly change any variable names. Geti wrote: oh fudge, sorry about that typo. no, i didnt think shogun was spelt that way. im actually really into japanese culture and history, and anime i suppose so i facepalmed when i saw what i wrote too. allow me to edit that away. I just couldn't pass up the chance for a good ol' 4chan response. ...sure.
|
Sun Feb 15, 2009 6:19 pm |
|
|
NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
|
Re: DarkStorm Military Technologies - Updated 11/22/08
he's totally teasing the rest of us.
|
Sun Feb 15, 2009 9:07 pm |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: DarkStorm Military Technologies - Updated 11/22/08
This sounds great, although I can't see any of this stuff being implemented until build #315 (which is rumoured to be released shortly after Duke Nukem Forever).
|
Mon Feb 16, 2009 8:52 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: DarkStorm Military Technologies - Updated 11/22/08
eh, i can see some of it happening (clingy clones) in near builds, almost as soon as we get actor scripting.
|
Mon Feb 16, 2009 12:22 pm |
|
|
|