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kiberkiller
Joined: Fri Aug 22, 2008 6:08 pm Posts: 170
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Phatmonkey wrote: kiberkiller wrote: P.S. C and V buttons are totally unnessesary.
C and V buttons allowed me to survive maginot and properly toss around enemies breaking into my right side without killing my brain bot in the process. C and V buttons allowed me to catch the explosions from the other side of the zombie cave and transfer them to the 1st tube that I had skipped past without ramming them into the ceiling. C and V aren't fast acting, but they certainly aren't useless. well they probably aren't useless but IMO they are cheating, stuff gets done too easly with 'em. i don't usually use C and V (well unless i want to levitate)
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Fri May 22, 2009 1:53 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Does the game still crash if what you're holding dies?
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Fri May 22, 2009 3:16 am |
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Erahgon
Joined: Thu Apr 12, 2007 2:53 am Posts: 83
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
It hasn't crashed for me yet.
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Fri May 22, 2009 3:17 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Nope, it looks like something fixed it, somehow.
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Fri May 22, 2009 4:49 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: Velocity based Gravity Gun/Telekinesis! *FIXED*
Eh, it either kills it ( no crash ) , or drags then through the terrain.
Note that this is a vortex, so, if possible, one can escape the telekinesis' pull.
And you may be talking about zalo's method.
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Fri May 22, 2009 6:38 am |
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Phatmonkey
Joined: Fri Aug 24, 2007 8:29 pm Posts: 85
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Oh man, versus got awesome. The telekinesis actor vs the teleporter actor is ♥♥♥♥ hilarious and amazing. Its great when one of you is trying to use telekinesis and the other guy just warps out of the way and shoots at you, only his bullets get sucked back. Or trying to force push the opponent into the air and the other guy tries to warp to the ground before the velocity catches up with him and does fall damage. I'm seriously having a blast with this. On top of having zero g and high velocity chambers with the merc mod bunker systems Build 23 has lived up to its hype even more. I love you for making this actor, you have no idea.
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Fri May 22, 2009 7:20 pm |
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Voracious32
Joined: Sun Apr 13, 2008 5:24 pm Posts: 49
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
This is the most fun thing I've seen made with Lua. I feel like Neo stopping bullets and then sending them back at the enemy
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Sat May 23, 2009 7:56 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Can you make it lag less somehow?
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Sat May 23, 2009 9:05 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
He can't.
Not without removing ability to stop bullets.
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Sat May 23, 2009 9:54 pm |
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Erahgon
Joined: Thu Apr 12, 2007 2:53 am Posts: 83
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
crazyMLC wrote: Can you make it lag less somehow? Actually I made/am working on a version that extends the lifetime of only MOPixels, meaning things like rocket engine thrust sprites won't longer than normal if they were sucked in. I also made it so that the blue sparks that come out of it don't get attracted into the center, removing the 'snow' effect you guys might have noticed.
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Sat May 23, 2009 10:34 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Also, sometimes the Telekinesis shorts out, and you can tell because the effects just start going outwards.
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Sat May 23, 2009 11:52 pm |
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Erahgon
Joined: Thu Apr 12, 2007 2:53 am Posts: 83
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
crazyMLC wrote: Also, sometimes the Telekinesis shorts out, and you can tell because the effects just start going outwards. That only happens where you're at a specific point in the map, and I think that it is at the x-wrap. Does it happen for you just left of the starting point in grasslands?
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Sat May 23, 2009 11:58 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
True dat. Okay, it's just that.
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Sun May 24, 2009 12:01 am |
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Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
Hey guys, I found out a hidden feature; the gibnado (tornado of gibs) Hold H, and only gibs/particles get sucked in, but they seem to move more violently to me. Best use of this is to hit your enemies with storms of drop ship debris.
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Sun May 24, 2009 1:04 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Velocity based Gravity Gun/Telekinesis! *FIXED*
I was wondering what that extra code did.
*Runs off to try*
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Sun May 24, 2009 1:10 am |
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