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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Maybe a fake wall corridor ?_?
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Mon May 18, 2009 11:20 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Konn wrote: Maybe a fake wall corridor ?_? I remember fake walls, they make my days. Really useful in trapping enemies, or ambushing them.
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Mon May 18, 2009 11:35 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
(if you got these suggestions already, sorry. I didn't comb through the whole thread.) First, a launch catapult for actors, etc. Step on, and with 3 beeps and then a DING!, you fly off! Second, a dreadnought re-armer. I hate having a dreadnought in perfectly good condition but sans a machine gun. I think you could make a pad that detects if something is a dreadnought and whether it has a gun or not, and then arm it if it doesn't, right? Thanks for making all of these modules- they're pretty sweet already.
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Mon May 18, 2009 11:37 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Fake walls? How would they work? Thank you! It's proven to be quite an interesting mod. I honestly didn't think it'd have this many fans. I'll keep adding to it whenever I have the free time. As I said I'm not a strong scripter but I will give anything a try. Thanks for all of your suggestions and comments! You guys are helping me make this mod great.
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Mon May 18, 2009 11:45 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Foa wrote: Konn wrote: Maybe a fake wall corridor ?_? I remember fake walls, they make my days. Really useful in trapping enemies, or ambushing them. I dont remember any old Fake Wall mods from earlier builds =S A fake wall well without scripts could easily work against another person (So long as they dont see you place it) To use it against the AI use the basic coding idea from the Ronins Foamer =P (Hopefully thatll atleast stop them from shooting through it XD) DOUBLE POST ASDASDASDASD please use the EDIT button next time :)
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Mon May 18, 2009 11:48 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Hmmm... I wanted to make contractible barricades... but I think that's over my head. I have my own little zombie mod where zombies burst through the ground so it would be cool to construct barricades while in-game/playing.
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Mon May 18, 2009 11:56 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
(first sorry bout the DBL post it showed my 1st message before his then I posted in respose and didnt look)
Second, to make barriers in-game at this stage is to use a gun or something =S
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Tue May 19, 2009 12:06 am |
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hotchizeetos
Banned
Joined: Fri Mar 13, 2009 6:14 am Posts: 8
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
these are some great bunker modules im looking forward to your sickbay
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Tue May 19, 2009 12:33 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I like the Hangar. Nice and spacious. Can't wait to see what else you make
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Tue May 19, 2009 12:39 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
There are two types of fake walls, a wall made of extremely weak material, and then the fully collapsible wall ( via doors and AddAttachment ) .
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Tue May 19, 2009 12:46 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Foa wrote: There are two types of fake walls, a wall made of extremely weak material, and then the fully collapsible wall ( via doors and AddAttachment ) . there's a 3rd fake wall, and thats a background layer that looks like a wall.
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Tue May 19, 2009 12:59 am |
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John_bowe
Joined: Wed Apr 22, 2009 1:51 am Posts: 104 Location: Pennsylvania
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
But then doesn't it mean it's just aesthetic? Not really functional i'd think.
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Tue May 19, 2009 1:03 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
John_bowe wrote: But then doesn't it mean it's just aesthetic? Not really functional i'd think. Functional against players, It looks like a wall, so you don't even try to walk through. would you try to go that way? I think it would be a wonderfully hacky trick to use in missions. Even making a bunker module that looks like dirt to make a fake wall and a tunnel that goes to a secret room with some sort of super-weapon.
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Tue May 19, 2009 1:08 am |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
What Miles mentioned is exactly what I meant
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Tue May 19, 2009 1:17 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
What he means is to make the foreground and the background the same, so it looks like you only see the thing in the foreground, but it's actually the background.
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Tue May 19, 2009 1:20 am |
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