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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Animal mods?
Hey is it possoble to make animals? If so the animals could be deer,sloths,spiders,scorpions,monkeys,hippos,and lions or lynx. I just thought that would be cool and alot of animals of different viriaty would be cool right?, But m not a modder or whatever so I wouldnt know. (pm me if this is a good idea or if you could try to make it or just help) ok lynx isnt such a good idea but any modern animals or maby even a hunting mod!!!!! -Moved Please post things like this in requests or mod making, in the future.
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Fri May 15, 2009 5:05 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: Animal mods?
I always, ALWAYS wanted some more wildlife in CC. The planet seems so dead except for a bunch of crabs.
And yes, it is totally possible. Simply by using an ACrab as the base and you can make all the four-legged animals you want. And probably more creative alien lifeforms as well.
The only problem is if anyone is interested in making them.
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Fri May 15, 2009 7:10 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Animal mods?
The jumper is in the wildlife.rte, and it's entirely functional, just not in use, if you're interested in that.
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Fri May 15, 2009 7:14 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: Animal mods?
Thanks! But I was expecting wildlife that actually do something, not just stand around and take space up.
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Fri May 15, 2009 8:20 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Animal mods?
Make it so that it's head is the weapon sprite and explodes or sends something that gibs the rest of the body after the head is destroyed
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Fri May 15, 2009 10:31 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Animal mods?
Hmm...
Give me ideas and you might even see them in official content. Right now I see what you mean, local wildlife that will claw you if you threaten it or go teabagging its nest for no apperant reason. And things like predators and some live plants that might produce something useful even.
Right now I'm looking at super metroid, that has some really good examples. Like Kraid or Ridley, those would be nice wildlife, no?
*stomp stomp CRUSH ROAR*
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Fri May 15, 2009 10:45 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Animal mods?
You actually got a nice idea there numgun, is it so that we can expect more varied and dangerous wildlife in the next builds to come?
in that case, there should be an own actor class for animals other than ACrab.
EDIT: for wildlife, i THINK you can flip an actor by making it's body sideways and not allowing it to pick up things by removing it's hands and replace them with feet. Just an idea.
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Fri May 15, 2009 10:53 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: Animal mods?
Ideas, I did thought of one long ago. The thread is dead now but whatever.
This wildlife is a kind of bug. Actor or ACrab would do. The bugs start with an immobile queen bug, which is a bomb that your actors can hold (should be animated to make it look alive). You can plant the queen anywhere on the map, and after some time, it turns into a nest.
The nest will have emmiters on it, spawning worker bugs at a constant rate, and they'll run around the map. You can use a digger to 'harvest' the bugs because they gib gold when they die, making them an easy source of money. (A crude explanation for this would be they leech gold from soil to build nests)
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Fri May 15, 2009 11:16 am |
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Razura
Joined: Fri Jun 01, 2007 7:29 am Posts: 117 Location: Uranus
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Re: Animal mods?
What about Scrabs from Abe's Odysee, or the little hand parasite things i forget the name... or a flock of little birds that fly, and pop feathers when hit by dropshiops...
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Fri May 15, 2009 11:23 am |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: Animal mods?
It would be kinda stunning to see a parasite turn your troops against you.
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Fri May 15, 2009 12:21 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Animal mods?
Couldn't that be made by making a crab with a mounted converter weapon on top of it?
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Fri May 15, 2009 12:53 pm |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: Animal mods?
Thanks for even concidering my topic I cant belive im opening a new topic.(ya see im a noob but i have been playing cc for a long time and i know how to get mods in it if that counts?) 234 views!!!!!!!!!!!!!!
Last edited by acemaclace on Fri May 15, 2009 2:34 pm, edited 1 time in total.
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Fri May 15, 2009 1:06 pm |
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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: Animal mods?
Razura wrote: What about Scrabs from Abe's Odysee, or the little hand parasite things i forget the name... or a flock of little birds that fly, and pop feathers when hit by dropshiops... I see a Scrab actor in my near future... with jaws as a weapon! For other wildlife... let's try some Facehuggers, Aliens, hmmmm ZERGS! and starship trooper bugs. Maybe Edgarbug from MIB if anybody's willing.
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Fri May 15, 2009 2:15 pm |
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Razura
Joined: Fri Jun 01, 2007 7:29 am Posts: 117 Location: Uranus
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Re: Animal mods?
Hmm, we need to have swarms of little bugs that eat through flesh..
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Fri May 15, 2009 2:31 pm |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: Animal mods?
Ya like on starcraft maby even protos and terren but thats a different topic. Zerg are definately what cc needs like the molisks or the giant spiderlike animal thing!
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Fri May 15, 2009 2:34 pm |
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