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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B22_1.0.4)
Ragdollmaster wrote: Roy-G-Biv wrote: I don't think he'll make Jesus. That's a challenge, Gotcha!. He's saying you're not good enough to code a Jesus actor. Prove him wrong and add a Jesus. Sorry, I'm an atheist. Anyway, I'll see what I can do. It's not a priority for me though. Medic works, SAM has homing missiles (they're a bit flunky still, but mweh) and all miniguns/chainguns are properly animated. On to the next bit. (The BFG is still the same though. This chaingun startup thing isn't really a good thing to implement on this gun.) Meanwhile I am also updating/improving my maps (as well as adding some new ones) and working on another mod... Not enough hours in a day after a new build is released.
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Sat May 16, 2009 1:14 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: UniTec (B22_1.0.4)
So, any plans to modernize the Medic's medkit system, now that Lua lets you heal without abusing the Wound system? Maybe snatch some coding from the Coalition Medic Drone and make a gun that also heals allies in a radius, but only when you fire it. Now there's a slight challenge
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Sat May 16, 2009 3:23 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: UniTec (B22_1.0.4)
Ragdollmaster wrote: gun that also heals allies I'm thinking TF2 mod.
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Sat May 16, 2009 3:53 am |
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turunen45
Joined: Sat Jun 09, 2007 9:29 am Posts: 4
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Re: UniTec (B22_1.0.4)
Could you make more female versions of the soldiers? there is never enough badass females in games.
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Sat May 16, 2009 5:43 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: UniTec (B22_1.0.4)
does the med bot regrow lost limbs?
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Sat May 16, 2009 7:01 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: UniTec (B22_1.0.4)
nope
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Sat May 16, 2009 9:28 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: UniTec (B22_1.0.4)
NeoSeeker wrote: does the med bot regrow lost limbs? No, but the code is available. But no lua code, thanks the the inventory being hidden from lua, without knowing weapon names in advance will keep the weapons.
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Sat May 16, 2009 9:53 am |
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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: UniTec (B22_1.0.4)
Make a medic with a crappy healing aura that's like the medic bot, and then 3 tdexplosives that heal all wound and health to 100% in a certain radius when thrown.
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Sat May 16, 2009 11:28 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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Re: UniTec (B22_1.0.4)
3POK_PHALE wrote: Ragdollmaster wrote: gun that also heals allies I'm thinking TF2 mod. No uber, though I couldn't bear to see a medium sized actor like the AAL Marine or PAAB charging with a minigun while a UniTec medic runs behind him and keeps him nigh invulnerable. (Le gasp, is that another hidden challenge?)
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Sat May 16, 2009 3:11 pm |
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yioming
Joined: Wed Apr 22, 2009 11:27 pm Posts: 5
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Re: UniTec (B22_1.0.4)
Needs to be converted for build 23... I think... Cause i really like this mod and its never glitched up for me before until now so. Ya, love the mod though.
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Sat May 16, 2009 11:16 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: UniTec (B22_1.0.4)
yioming wrote: Needs to be converted for build 23... I think... Cause i really like this mod and its never glitched up for me before until now so. Ya, love the mod though. Find a post around the newest few pages. Gotcha! Uploaded an unfinished B23 version. God job on adding the trench! Simple, stylish, yet very useful. Tough I'd rather have the sandbags a separate module, coz floating sandbags look awkward sometimes.
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Sun May 17, 2009 3:08 am |
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TheCombine
Joined: Fri May 15, 2009 2:00 am Posts: 29
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Re: UniTec (B22_1.0.4)
This mod's turrets are the best thing ever, nothing ever gets even near my base.
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Sun May 17, 2009 3:15 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B22_1.0.4)
All done for now. Keep in mind that you can only have one functional medic around at a time (as far as I know). The Decaying Soldat wrote: ..Tough I'd rather have the sandbags a separate module, coz floating sandbags look awkward sometimes. Yeah, they were a bit awkward I guess. Thanks, I removed them.
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Sun May 17, 2009 11:59 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: UniTec (B23_1.0.0)
with the fix (capnbubs?) put out, you can have more than just one working medic drone at a time.
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Sun May 17, 2009 12:02 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: UniTec (B23_1.0.0)
OK, so the SAM needs homing missiles, first of all. I also have an idea: Has anyone here seen Iron Man? Of course you have. You seen that uber missile that hit a mountain early on in the movie in several small homing minimissiles plus the original big one, as in it was fired in the air, and then ejected 20 other smaller missiles from just below the warhead in the front? And you know how they had champagne afterwards? Make a champagne cooler just kidding, this might be a fun V2 of your H16 mortar (At least I think it's the H16...). It homes in and when it's within a certain distance of its target, it drops several dumb minimissiles for splash damage. Should be easy to do, Lua code can measure distances in pixels right? EDIT: If you still don't know what I'm talking about, watch this.
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Sun May 17, 2009 12:09 pm |
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