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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Bloodbath Clones
Only on the rockets. I guess that could be fixed easily. EDIT: Plus it's not on the OP, and is semi-unoffical.
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Sun Jul 26, 2009 3:12 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Bloodbath Clones
I think that entirely blood themed clones and actors would be an interesting development from this mod.
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Sun Jul 26, 2009 4:07 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bloodbath Clones
Azukki wrote: Some air resistance is good, but that's too much, it needs a much faster terminal velocity. WHY DOES NOONE USE GLOBALACCSCALAR TO MAKE PARTICLES WITH AIR RESISTANCE FALL SEMI-NORMALLY?! the crazy rocket dude was cool.
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Sun Jul 26, 2009 5:18 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bloodbath Clones
sin2051 wrote: your blood doesn't settle, so it keeps like 5k particles active even when your clones are completely dead
did you even test this mod before you released it I certainly did. I did notice it took the blood some extra time to settle, but I kinda ignored that. >_____>' I'll just replace that cursed liquid blood with the sticky blood. Yeah, so, gonna replace blood particles, lower the air resistance and put the RocketMen in the OP. One update, coming up. PS. Is there a way to change the angle of emission on a breakwound? It allways emits at like, 50 degrees. I tried adding "EmissionAngle = Matrix" and all that, but it didn't work.
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Sun Jul 26, 2009 8:58 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bloodbath Clones
yeah, lua on the particles.
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Sun Jul 26, 2009 9:14 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bloodbath Clones
Geti wrote: yeah, lua on the particles. I'll pass... Too much bother for something so small and insignificant. Anyway, updated the OP.
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Sun Jul 26, 2009 9:17 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Bloodbath Clones - Updated
Code: function Update(self) if self.Vel.Magnitude < x then self.ToSettle = true end end
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Sun Jul 26, 2009 9:27 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bloodbath Clones - Updated
mail2345 wrote: Code: function Update(self) if self.Vel.Magnitude < x then self.ToSettle = true end end I already replaced the blood with faster settling one. So that is unnecessary. What I need is to change the emission angle of the breakwound to like, 85 on the FG leg and 95 on the BG leg, so the rocketmen get launched into the air better. Got some lua for that?
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Sun Jul 26, 2009 9:32 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Bloodbath Clones
Geti wrote: WHY DOES NOONE USE GLOBALACCSCALAR TO MAKE PARTICLES WITH AIR RESISTANCE FALL SEMI-NORMALLY?! Because then the trajectory is all screwy and unrealistic. Lowering air resistance is a more reasonable and realistic way to achieve higher terminal velocity, if that's what you're going for. If you want high terminal velocity and unnaturally high resistance to horizontal movement, by all means mess with gravity, but it will accelerate to that terminal velocity more quickly, which doesn't really look right for most stuff, such as this blood, which isn't exactly exotic matter. One could script separate X and Y resistances, if they really cared to.
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Sun Jul 26, 2009 2:10 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Bloodbath Clones - Updated
Bloodbath rocket men... What kind of screwy cloning techniques are the coalition using nowadays?!? Wonder if a kamikaze-style bloodbath would work (with semi-damaging blood)...
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Sun Jul 26, 2009 4:00 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bloodbath Clones - Updated
Point.blank wrote: Bloodbath rocket men... What kind of screwy cloning techniques are the coalition using nowadays?!? Wonder if a kamikaze-style bloodbath would work (with semi-damaging blood)... Actually, the rocket blood is damaging enough. You can even see it in the gif, it tears away the 2nd leg. (Gonna remove that) But, I can will make guys that explode violently upon death/self destruct sending killer blood particles flying everywhere.
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Sun Jul 26, 2009 4:11 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Bloodbath Clones - Updated (Again)
Updated yet again! -Bloodbath Suicide Bomber added.
See OP for more details and download.
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Sun Jul 26, 2009 8:52 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Bloodbath Clones - Updated (Again)
Oh my gosh. The blood is so insane it even rips through bunkers and make ppl heads explode!
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Sun Jul 26, 2009 11:59 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Bloodbath Clones - Updated (Again)
Oh boy, more ways to kill my enemies with blood. A custom activities.ini with only Bloodbath kamikazes would be insane... (unarmed enemies tend to duck for cover when shot at...)
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Sat Aug 01, 2009 5:42 am |
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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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Re: Bloodbath Clones - Updated (Again)
Every time I see that rocketman, I can't stop laughing . It's original and hilarious This mod has inspired me with some ideas
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Sat Aug 01, 2009 6:19 am |
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