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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Organic Bunkers (Need some c&c and whatnot)
Geno wrote: Am I the only one thinking flood? I mean that would be the perfect faction for cc you could see if u can borrow the code from the person that made the mod that turns people into zombies only make a weapon that causes actors to turn into flood. that would be so cool Or or or it could just be something original.
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Thu Apr 23, 2009 12:03 am |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Organic Bunkers (Need some c&c and whatnot)
Geno wrote: Am I the only one thinking flood? I mean that would be the perfect faction for cc you could see if u can borrow the code from the person that made the mod that turns people into zombies only make a weapon that causes actors to turn into flood. that would be so cool Yes, yes you are the only one thinking of the flood. And Halo mods have always failed.
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Thu Apr 23, 2009 1:36 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Organic Bunkers (Need some c&c and whatnot)
Force conversion is possible, though flood idea is fail.
Just have a turret that fire insta kill stuff and spawninginivisible TDExplosive.
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Thu Apr 23, 2009 2:07 am |
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Shudmeyer
Joined: Wed Apr 30, 2008 3:26 am Posts: 3
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Re: Organic Bunkers (Need some c&c and whatnot)
On the topic of dropships, why not just make little spawning organs? It would be like the zombie generator in the Zombie caves, but would pop out a weird little alien creature whenever you "fired" it. Then you could have different spawners for various units and weapons.
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Thu Apr 23, 2009 2:37 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: Organic Bunkers (Need some c&c and whatnot)
These are pretty cool indeed, but they don't feel very CC like. They just feel out of place. Still very cool just not for me.
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Thu Apr 23, 2009 3:01 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Organic Bunkers (Need some c&c and whatnot)
I quite like the cell glob drop pod idea, Flammablezombie. And Soldat, excellent idea! I think it's probably gonna be self-expanding stem cells though (pop some seed with a really thin skin (like some SRC bombs) and watch them grow) and the bunkermodule probably get one or two kinds of ACrabs to hold the seed-poppers. There could be forced conversions, but I don't know how to implement it without sounding too cliche. Maybe a turret for this stuff.
So, good ideas: -cell AHumans -different kind of cell ACrabs (and possibly jumping kamikaze ones too) -cell glob drop pod! -a 'replicator' bunker module, possibly with AEmitters for insta-actors -various kinds of turrets (acid and seed/spore shooter)
and, maybe something like a Lurker in StarCraft... something with big underground tentacles. Dunno how to implement this yet.
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Thu Apr 23, 2009 8:04 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Organic Bunkers (Need some c&c and whatnot)
Grif wrote: Needs more sphincter doors. I concur.
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Thu Apr 23, 2009 3:53 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: Organic Bunkers (Need some c&c and whatnot)
Stop pushing him to such impossibly high standards, this is going to end up like the Bear Faction again when people started suggesting ♥♥♥♥.
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Fri Apr 24, 2009 1:22 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Organic Bunkers (Need some c&c and whatnot)
Don't worry man, only good ideas I'll work on. To sharpen the fangs of code. But, with no deadline, so that means you guys be very very patient. I will, however, credit the ideas I do use.
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Fri Apr 24, 2009 8:36 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Organic Bunkers (Need some c&c and whatnot)
Indeed it does. I think this'd be great with pinned MOSRotatings that can be wounded (use that pinned dropcrate for reference maybe?), so when you shoot it it oozes slime rather than behaves like dirt or cement.
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Fri Apr 24, 2009 11:29 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Organic Bunkers (Need some c&c and whatnot)
Allright, lemme try that, Exalion. That may result in fewer parts... I mean, there's probably about 3-4 MOSrots for segments, so for example the Womb would have 8 MOSrots tacked on, all of which are of two MOSrot type (side and corner) but at different angles. For the Tracheas there'll be six MOSrots (all of them sides)... something like that.
BUT! anybody know the limit for MOSrots in a Cortex session? This is for de-laggability.
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Fri Apr 24, 2009 2:11 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Organic Bunkers (Need some c&c and whatnot)
Halo doesn't 'fail', but it doesn't stand out.
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Fri Apr 24, 2009 6:09 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Organic Bunkers (Need some c&c and whatnot)
Exalion wrote: Indeed it does. I think this'd be great with pinned MOSRotatings that can be wounded (use that pinned dropcrate for reference maybe?), so when you shoot it it oozes slime rather than behaves like dirt or cement. wut? I don't ever recall saying that, or did I? Oh, I said the mods fail, though the game is decent.
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Fri Apr 24, 2009 9:13 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Organic Bunkers (Need some c&c and whatnot)
I quote butchered Glad you're trying it out, carriontrooper.
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Sat Apr 25, 2009 8:34 am |
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Quweman
Joined: Sun Jul 13, 2008 11:19 am Posts: 45
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Re: Organic Bunkers (Need some c&c and whatnot)
Forums are wonderful things you come up with a creative idea and you have a load shoved down your throat. I trust you can dig through the junk and find a mod the works. Good luck
PS A R-Type aesthetic would be nice
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Sat Apr 25, 2009 1:49 pm |
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