Hueg Pack o' Mods *Final update!??!*
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: May 26th '09*
RaggedDruid wrote: Oh god, try using the gravity modifier from the Lua telekinesis thingy and shooting a Zero Division cannon at it, then throwing it with a push.
Epic win. Ok, I'm gonna try that using a Zero Division cannon that I modified to not have the lagtastic fireballs, but still has all the punch. It actually helps alot. EDIT: Hmm. Well. That didn't work. The ZD Cannon worked once, I managed to grab the blast, then I dropped it on myself, and CC crashed when I try to restart the match. Subsequent tries resulted in the cannon backfiring and raping the map. Needless to say, they were all failures. It was pretty laggy, but not unbearably so when I managed to grab the blast. But I suppose I have a monster of a machine, so... yeah. Anyone else care to try?
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Sat Jun 06, 2009 12:23 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Well, that's an update right there. CONTENT LIST IMMINENT: - Slightly reduced filesize. - Sporadical respriting done in the pack. - Walking Gasbomb, Gas Bomb and Gas Drone added. - Pyro Streamer renamed to Pyro Carpet, new Pyro Streamer added. - Tweaks here and there. - If i haven't done it in the previous update, Rocket Launcher and Pyro Rocket Launcher are actually rocket launchers now. - All non-projectile cannons (Pyro, Plasma and Force Cannons) have infinite ammo now, and a lowered fire rate to prevent excessive lag.
I've probably forgotten something, but ehh... Can't be anything major.
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Sat Jun 06, 2009 7:57 pm |
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Zerrok
Joined: Tue Jun 02, 2009 12:50 pm Posts: 75 Location: Your base.
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Upgrade to pro today! Bandwidth exceeded! Photobucket 
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Sat Jun 06, 2009 8:34 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: My huge pack of mods, which is back. *Update: June 6th '09*
You have no idea how less laggy the zero div cannon is without the fireballs 
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Sat Jun 06, 2009 10:43 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
I see that removing the glows alone makes it run a lot better, but i can imagine that removing the fireballs entirely will improve it a lot. But still, the fireballs are an essential part of the gun, else it'd just be a Map Wipe Cannon. =P
@Zerrok: Photobucket sucks etc. But i can't fix it, because i don't have all those gifs on my PC. You'll have to wait for them to reappear, so i can download and reupload them to a better site.
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Sat Jun 06, 2009 11:00 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Aren't you going to make a sine launcher? Like in that cool gif you posted in the epic moments thread?
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Sat Jun 06, 2009 11:55 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
It's still heavily WIP, and if possible, i'd like to have it make a perfect sine wave before releasing it. Also, it's called the Serpent Trailer, idea courtesy of Ragdollmaster. That, and you obviously know how lazy i am by now.
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Sat Jun 06, 2009 11:59 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Make a perfect sine wave with Lua?
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Sun Jun 07, 2009 12:01 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: My huge pack of mods, which is back. *Update: June 6th '09*
I'm chock-full of sadis- I mean, creative ideas. Note, there's been no Lua script similar to the proposed Serpent Trailer on Datarealms, so it would probably take Shook a decent amount of time to code it all properly 
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Sun Jun 07, 2009 12:03 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Grif wrote: Make a perfect sine wave with Lua?  He made it, i thought.
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Sun Jun 07, 2009 12:05 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
@Grif: Well, that would certainly be more optimal than doing it with timed emitters. Problem is, i know zilch about Lua. If you want to make it, though, feel free to do so. Else... I dunno, i'd probably keep trying with emitters. =P
@Mind: As you can see, it's a bit off at the second top. Which i'd like to have fixed. Also, the down/up parts aren't as smooth as they should be.
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Sun Jun 07, 2009 12:06 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
viewtopic.php?p=281737#p281737ScriptPath = whatever on the particle fired and then for the lua file do this: Code: function Create(self) self.initialy = self.Pos.Y; end
function Update(self) self.Pos.Y = self.initialY + math.sine(self.Pos.X) * wave modifier; end I have no idea if that will actually work, but that's how you do the script. EDIT: ha ha ha just kidding that won't work at all, there's no math.sine function. Will have something working in a minute (since you've now given me a challenge [indirectly]) EDIT(2): alright so here you go notice makes a really big wave and the speed at which you go through depends entirely on the fire velocity of projectile but CC will try its damnedest to go through each point Code: function Create(self) function sinewave(amplitude,wavenumber,angvel,phase) return amplitude * math.sin(wavenumber - angvel + phase); end self.initialy = self.Pos.Y; self.timer1 = Timer(); end
function Update(self) if self.timer1:IsPastRealMS(10) == true then self.Pos.Y = self.initialy + sinewave(200,2,math.pi / 2,self.Pos.X); self.timer1:Reset(); end end
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Sun Jun 07, 2009 12:31 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
Grif wrote: *Whatever technical gobledegook Grif just posted* I have no idea what any of that means, so I'll assume it's an excuse for Shook to get off of his lazy arse and make us a sine gun. I assume there will be a tangent gun as well. *sarcasms* Actually... That would be in a way, awesome.
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Sun Jun 07, 2009 2:47 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: My huge pack of mods, which is back. *Update: June 6th '09*
Hurm. Shook, you have any idea how to alter the sine particle's speed/arc without lua? I think it would make it better if the frequency of the wave was higher (as in it would go up/down faster) and if the crest of the wave wasn't so high (it wouldn't go as high/low as it does now, it would stick to maybe just half the height)
Just some suggestions.
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Sun Jun 07, 2009 3:03 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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 Re: My huge pack of mods, which is back. *Update: June 6th '09*
No. With lua, you can change the amplitude/frequency of the wave. I just don't know how. At least im 90% sure. Edit: Code: function Update(self) if self.timer1:IsPastRealMS(10) == true then self.Pos.Y = self.initialy + sinewave(200,2,math.pi / 2,self.Pos.X); <----- change here self.timer1:Reset(); end end 200 is amplitude in pixels and so on.
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Sun Jun 07, 2009 3:06 am |
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