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 CombatModules V5 - Doainar Control Room + Other stuff! (WIP) 
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Joined: Wed Jan 14, 2009 5:21 pm
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Location: well... on my computer! need to know any more??
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
creative modules :0
i hope you will make bunker modules\bits better(but this modules are good :grin:


submit for money lollollollollol


Tue May 19, 2009 1:35 am
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Joined: Sun May 18, 2008 5:47 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
All I have to say is...
viewtopic.php?t=11535
Crates :P
I am damn proud of my first mod. Feel free to include. Planning on updating with lua to keep them from settling.


Tue May 19, 2009 1:37 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
smithno13 wrote:
All I have to say is...
http://www.datarealms.com/forum/viewtopic.php?t=11535
Crates :P
I am damn proud of my first mod. Feel free to include. Planning on updating with lua to keep them from settling.

Thank you, now I can finally be able to stack them!
Get to work, and use a snippet from the Time Capsule Code, the part about AI Mode change.


Tue May 19, 2009 2:49 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Take the crate sprite and make it so that the top opens like a lid so you can store stuff in there.


Tue May 19, 2009 3:07 am
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Location: That quaint little British colony down south
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
How about the fake walls in reverse?
What I mean is that the default setting is up, so that if there are enemies inside you can trigger it to trap them. Possibly including some sort of mechanism to kill trapped actors...


Tue May 19, 2009 7:39 am
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
The wall expanding would crush them anyway. How about an energy shield that stops bullets but not actors?


Tue May 19, 2009 8:09 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Don't forget MOs.

Anyway, that's easy.
But laggy.
Code:
for particle in MovableMan.Particles do
if (particle.Pos.X >= self.Pos.X - D) and (particle.Pos.X <= self.Pos.X + D) and (particle.Pos.Y >= self.Pos.Y - D) and (particle.Pos.Y <= self.Pos.Y + D) then
particle.Vel.X = -2 * particle.Vel.X
particle.Vel.Y = -2 * particle.Vel.Y
end
for item in MovableMan.Items do
if (item.Pos.X >= self.Pos.X - D) and (item.Pos.X <= self.Pos.X + D) and (item.Pos.Y >= self.Pos.Y - D) and (item.Pos.Y <= self.Pos.Y + D) then
item.Vel.X = -2 * item.Vel.X
item.Vel.Y = -2 * item.Vel.Y
end


Tue May 19, 2009 8:37 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
[quote="Roon3"]Numgun, get Data to contact him or something, it seems quite obvious the sprites are not made by him. (He ain't dead or anything, I've spoken to him about a month ago) Will your sprites be replaced with his?

I spoke to him too. I wont say anything else, but those sprites might never be replaced. They are good enough imo. Not 100% prom style, but its good.

I based them off the green drop crate btw.


Tue May 19, 2009 10:47 am
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Joined: Sat May 16, 2009 11:25 pm
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Location: probably controlling the army outside your door =P
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I just realised, you cant forget about the invisible wall either =P (Looks like a tunnel but isnt)


Tue May 19, 2009 11:54 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I like your ideas, but no download untill you've made
Sick Bay [Lua Healing Room]
Sniper Tower - Accessed by teleport.


Tue May 19, 2009 2:15 pm
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Very nice, I love the grenade trap. :D
But I want MORE.


Thu May 21, 2009 11:26 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
hey, ever thought about making the rocket silo width wider? i find that having about half a crate extra space on either side is great. that way you wouldnt have problems landing in the silo / launching from the silo like you do right now,where rockets catch on the side of the silo and blow up. also but doors on top of the silo? imagine storing the AAL thermal rocket in one :P (ive just thoght, having the width of the silo wider also means you can use a "rocket bay" [correct name?] to lock the rocket down.)


Thu May 21, 2009 12:12 pm
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Joined: Wed Dec 17, 2008 11:35 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
neroe23 wrote:
Very nice, I love the grenade trap. :D
But I want MORE.

I sorry but I'm VERY busy. I'm still planning out the sick bay... and I need to figure out how I’m going to code it because I’m not a strong coder. :P

I have a few ideas, just give me time.

I'll probably have time to work on it on the weekend so if you are lucky you might get the sickbay then. :wink:

CBM02


Fri May 22, 2009 12:02 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
411570N3 wrote:
How about the fake walls in reverse?
What I mean is that the default setting is up, so that if there are enemies inside you can trigger it to trap them. Possibly including some sort of mechanism to kill trapped actors...


Its like a door made of megamettal that shuts opens for AI but when there in the room it slams shut and settles, and then triggers an explosion in the room, and re-creates itself, destroying settled megametal, and re-setting itself.

Epic.


Fri May 22, 2009 4:00 am
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Post Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Awesome.

You know, I tried a while ago to make a trap door.
I had a big pit, and there was a permanently open door, when an enemy came along and tried to hop over the hole, Smack! the door comes down and drops them into a horrible pit of doom.


Fri May 22, 2009 4:03 am
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