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 Armored Brain Units for Dummies - Volume 3 (7/03/11) 
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
411570N3 wrote:
I'm pretty sure I read someone saying that Lua was run after death checks and before loss checks, so you could just spawn a Brain actor in the Destroy() code... but I'm not sure, give it a shot.

Wait, can't you only have one functional brain?
You can put down multiple, but as far as I know only if the first one is destroyed do you lose.


Wed Jul 15, 2009 8:00 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Omg my idea is so friggin hard...still the evacuating brainbot thing can work.Just look at aal.when craft is crashed,the pilot is ejected in a pod.Get it?


Wed Jul 15, 2009 8:02 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Winterous wrote:
411570N3 wrote:
I'm pretty sure I read someone saying that Lua was run after death checks and before loss checks, so you could just spawn a Brain actor in the Destroy() code... but I'm not sure, give it a shot.

Wait, can't you only have one functional brain?
You can put down multiple, but as far as I know only if the first one is destroyed do you lose.



You can place as many brains as ya want,1stly the PC thinks you must protect the newly spawned brain,then the main brain(if several new brains,firstly all of em,then the main.)That goes like it! :???:


Wed Jul 15, 2009 8:04 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
androit wrote:
You can place as many brains as ya want,1stly the PC thinks you must protect the newly spawned brain,then the main brain(if several new brains,firstly all of em,then the main.)That goes like it! :???:

That made no sense.


Wed Jul 15, 2009 8:08 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
That was fixed this build. As long as you have at least one functioning brain you don't lose.


Wed Jul 15, 2009 8:21 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
411570N3 wrote:
That was fixed this build. As long as you have at least one functioning brain you don't lose.

Oh ok.
So yeah, you could have it so the mini-brainbot ejects before the hulk dies.
So that you have at least 1 brain throughout the process.

So, because the Hulk isn't going to gib too easily, and if it does then you don't deserve a second chance, then it will be 'alive' for a short while or something.
Maybe when the Hulk's health reaches 5, or 10 or so, make it eject and kill the Hulk so that you don't have 2 of them.


Wed Jul 15, 2009 8:44 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
whitty wrote:
HAHAHA oh how I love that GIF.


I made it in like 5 minutes...

Winterous wrote:
whitty wrote:
HAHAHA oh how I love that GIF.

That's a big explosion from such a little fist...
*strokes chin*
How could I implement this in an interesting fashion...?


Shaped Charge-HE-Fist?

Winterous wrote:
411570N3 wrote:
I'm pretty sure I read someone saying that Lua was run after death checks and before loss checks, so you could just spawn a Brain actor in the Destroy() code... but I'm not sure, give it a shot.

Wait, can't you only have one functional brain?
You can put down multiple, but as far as I know only if the first one is destroyed do you lose.


And there I was using the behemoth as a giant intimidating soldiers who shatters easy...(didn't know it had a brain)


Last edited by IceSilver on Wed Jul 15, 2009 2:08 pm, edited 1 time in total.



Wed Jul 15, 2009 9:00 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Maybe have an eject command bind to ctrl+E. So you can eject whenever you want. Oh man, I've got to try to do this.
Edit: Success! Now you just need the brain crab. Here's a sketchy Sparkle Magic script for you:
Code:
function Update(self)
   if self:GetController():IsState(13) then
      i = 1
      while i < MovableMan:GetMOIDCount() do
         head = MovableMan:GetMOFromID(i)
         if (head.Pos - self.EyePos).Magnitude < 5 then
           ToAttachable(head):Detach()
           head2 = CreateActor("Brain Case")
           head2.Pos = self.EyePos
           head2.Vel = self.Vel
           MovableMan:AddActor(head2)
         end
         i = i + 1
      end
   end
end
It currently uses sharp aim as a trigger.


Wed Jul 15, 2009 10:42 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
So, the dummy controller would be a crab..?
I personally hate Acrabs as brain carriers....they're so clumsy you might as well destroy your brain if it has to get attached to a crab...


Wed Jul 15, 2009 3:16 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
LFOW: I have an idea. Maybe you could cause the helmet or Dummy Controller (if the helmet is destroyed before ejection) to eject and pull up the spine, and the spine splits into a body, legs, and arms, as an AHuman! It would have to be quite agile, and you'd have to up the strength of the spine so that it doesn't explode when a piece of dirt hits it or when the brain takes a fall of three inches.

Maybe as a primary weapon, it would be able to channel electricity since the spine is so glow-y and powered-looking, but for each shock it would lose a bit of health.



Sparkle magic has turned very complicated.


Wed Jul 15, 2009 3:22 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
I don't know about the electricity thing, but I like the idea of making the brain attached to another glowy spine thing. I am a sucker for making animations, after all. The electricity thing I'm not so sure about. Let me try to give it a look then I'll see about functionality.

I'll toy around on my Behemoth sprite sheet and look at what I can come up with.


Wed Jul 15, 2009 3:25 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Well, electro-lasers might be easier to implement. Just very fast pulses of energy instead of a lightning kind of thing. More practical and more energy-efficient, too O; Of course the whole "holy crap I'm defenseless" thing would be kind of fun to go through, if the brain is fast enough to run around like a moron looking for weapons or a bunker.


Wed Jul 15, 2009 11:17 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
LFOW, the latest turn of events about the dummy behemoth makes it seem even cooler.
It also reminded me of this.


Attachments:
File comment: found this on the RA3 website. No matter what anyone says, lfow now looks like this in my mind :P
Dr. Zelinsky.jpg [8.73 KiB]
Not downloaded yet
Wed Jul 15, 2009 11:55 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
I'm not normally into giant mechas, but you're a cool dude, and I'm gonna sprite something like this for that guy, so I thought I'd give it a shot.

*Thumbs up*

Spriting is great, as usual, except for the stock of the shotgun (probably been brought up by now).
The Dummy as a whole is pretty pretty.

Behemoth is quite hard to kill with anything less than a digger which is , the low jetpack power was a good call. The weapons seem balanced (and kinda familiar :P). The relatively large reloads are a trend I hope you'll continue to follow, it's very boss-like.

However... My comp hates it. Just having it in my CC folder halves fps and causes random freezes.
Probably just my computer, though.

Great work, looking forward to whatever you make next. :D


Thu Jul 16, 2009 2:08 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Ragdollmaster wrote:
Well, electro-lasers might be easier to implement. Just very fast pulses of energy instead of a lightning kind of thing. More practical and more energy-efficient, too O; Of course the whole "holy crap I'm defenseless" thing would be kind of fun to go through, if the brain is fast enough to run around like a moron looking for weapons or a bunker.

Actually an electro-laser wouldn't look much different from a normal laser (see: invisible).
It's a laser, and the resultant plasma stream has an electrical current run through it.
Of course, I'm sure there'd be some sort of glow left behind from an improved blooming effect, because plasma would probably glow, and the electricity might make it glow more.


Thu Jul 16, 2009 3:24 am
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