View unanswered posts | View active topics It is currently Sat Jan 11, 2025 7:22 am



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 96, 97, 98, 99, 100, 101, 102 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
I know that you can't program in lua as of yet. But I still think that my playing style does not include bringing along a brainless clone, giving it a high cal rifle then basically telling it to shoot me.


Fri Feb 27, 2009 5:43 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
I know that you can't program in lua as of yet. But I still think that my playing style does not include bringing along a brainless clone, giving it a high cal rifle then basically telling it to shoot me.

O... kay? What are you complaining about regarding my mod again?


Fri Feb 27, 2009 8:53 pm
Profile YIM
User avatar

Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Post Re: DarkStorm Military Technologies - Updated 11/22/08
than he shoots him self when using your clones somehow...


Fri Feb 27, 2009 9:01 pm
Profile
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
That when I use a DFG field there is a 49.236 (The decimal is kinda rounded...) chance that any clone I in its are of effect will shoot me. Maybe it's just macs.


Fri Feb 27, 2009 9:36 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/22/08
maybe you should only use a DFG with 1 clone?


Fri Feb 27, 2009 10:54 pm
Profile WWW
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Well, yeah. But the clones kinda wander into the field of effect. I use the goto AI mode.


Fri Feb 27, 2009 11:10 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
There's no reason that the DFG should cause other actors to fire any more often than usual. It's not a neutral actor itself or anything. I tried putting two guys in a field myself, and they just stood there. Perhaps its simply because they're in close quarters, and trying to fire at an enemy? If thats the case, then once again it's something to complain to Data about, not me.

I have to say, though, that I'm not 100% pleased with the current incarnation of the DFG. I'd rather have it work in a different fashion. Actually, I'd rather have permanent recharging shields attached to actors, as optional equipment. The DFG was just the result of my experimenting with what's currently possible. Once again, I'm waiting for Lua to work on it further.


Fri Feb 27, 2009 11:22 pm
Profile YIM
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Yeah, maybe it's just me or the crappy AI reaction times. thanks anyway.
IDEA FOR THE SCOUT DRONE
Make it so it has a jetpack what is running constantly and has just enough power to keep it in the air. Go into crouch position to shut it off or make it so there's 2 and it shuts 1 off, to descend.
Go into jetpack position to rise using another emitter.
Possible? It would require about 3 jetpack emitters at the most.


Sat Feb 28, 2009 12:05 am
Profile
User avatar

Joined: Sat Feb 21, 2009 6:53 pm
Posts: 53
Post Re: DarkStorm Military Technologies - Updated 11/22/08
does anyone have the old code for the revolver magazine where the magazine would gib into 6 smoking shells upon detachment from the gun?


Tue Mar 03, 2009 7:35 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/22/08
bladecat, learn to mod before you post ideas that wont work.
you cant have a jetpack emitter that is always running but turns off when you crouch. you can attach an emitter that will be always running, or have a jetpack emitter that works like a jetpack, but not something with such precise conditions until we have lua. have a look at how all of this is coded by going to coalition.rte/actors/soldier/soldier.ini, then come back. The way you're going at the moment you sound worse than candlejack.


Tue Mar 03, 2009 8:48 am
Profile WWW
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Well with lua you could probably just have two emitters in both up and down directions, activating more as you move in that direction, with the drone itself unaffected by gravity or with zero mass...

Also, I don't believe this is possible but here is my idea. Depleted uranium, due to its peculiar properties (correct me if I'm wrong) fractures instead of mushrooms, becoming sharper and, as it burns at room temperature, burning. My idea is some sort of particle that gibs into a sharper version of itself if it fails to penetrate an object. The other gibs may be fire, simulating the pyrophorocity property. However, I'm quite sure that this is not possible...


Tue Mar 03, 2009 8:59 am
Profile WWW
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 11/22/08
411570N3 wrote:
Also, I don't believe this is possible but here is my idea. Depleted uranium, due to its peculiar properties (correct me if I'm wrong) fractures instead of mushrooms, becoming sharper and, as it burns at room temperature, burning. My idea is some sort of particle that gibs into a sharper version of itself if it fails to penetrate an object. The other gibs may be fire, simulating the pyrophorocity property. However, I'm quite sure that this is not possible...

Though it's a high-explosive incendiary armor piercing (HEIAP), the AMSR already runs on this concept, though its because of explosives rather than the properties of uranium or anything. Not to say that there isn't any uranium in it.

In regards to depleted uranium: you might have the wrong information, considering that depleted uranium is used for its incredibly high density. This high density lends itself well to creating armor piercing rounds, since high density projectiles tend to stay in one piece and keep their shape when going through armored targets. I don't believe it's intended to fracture into "sharper" pieces or anything, since extra sharpness wouldn't matter when there's a loss of mass an energy for each piece.

Geti wrote:
The way you're going at the moment you sound worse than candlejack.

Yes, indeed, and we don't need another CandleJack. I think what some people need to stop and realize is that in the past when I have tried to develop many of my more complex ideas, I have spent hours upon hours through multiple days trying out everything that the CC engine is even remotely capable of that could possibly make that idea into reality. Because of this, I'm downright certain when something isn't possible in CC. I don't need to be told by anyone, even other very experienced modders, what is and isn't possible in my mod because I already know. And if you're NOT a very experienced modder, then you probably have nothing to contribute when it comes to wild modding ideas. At least not in CC's current state.

If things continue and you still don't seem to understand this, bladecat, then I'll just start ignoring you completely as well.


Tue Mar 03, 2009 6:03 pm
Profile YIM
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Can you please make the scout drone if it'sOK, just rip the code from Solace if it's too much of a bother. PLZ. Just make it like a tiny dropship engine with an Akateko sticking out the bottom.


Tue Mar 03, 2009 7:04 pm
Profile
User avatar

Joined: Tue Aug 21, 2007 2:55 pm
Posts: 948
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Bladecat4 wrote:
Can you please make the scout drone if it'sOK, just rip the code from Solace if it's too much of a bother. PLZ. Just make it like a tiny dropship engine with an Akateko sticking out the bottom.


Eeeeexcept no attaching actors.


Tue Mar 03, 2009 7:35 pm
Profile
Banned
User avatar

Joined: Thu Feb 05, 2009 6:39 pm
Posts: 413
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Say what? It would just be an actor shaped like a dropship engine for the yatagarasu. With an Akateko coming from it. I dunno if this would need to be a dropship but it would be kwl.


Tue Mar 03, 2009 7:41 pm
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 96, 97, 98, 99, 100, 101, 102 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.086s | 14 Queries | GZIP : Off ]