Author |
Message |
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: So, official orders from devs
already tried <_< we need access to everything damnit. none of this read only bull♥♥♥♥. or at least, you know, working child objects without a pile of hacks.
|
Sat Jul 25, 2009 5:53 am |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: So, official orders from devs
I have detach, gib this and parentoffset useable. Parent offset means dynamic offsets are a go.
Wait. If I can multiply the old parent offset by the scale, I get non-funcky scale.
Yet another trap to add.
|
Sat Jul 25, 2009 8:04 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: So, official orders from devs
I'm tempted to make a "crippled joe" actor. Ronin, of course. sort of like the Xmen leader
|
Sun Jul 26, 2009 2:33 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: So, official orders from devs
i did not know you could use parentoffset. oh my god. oh my god oh my god. proper animated running is now possible i'll do it later. until then my mind will be in exited schoolgirl mode.
|
Sun Jul 26, 2009 5:29 am |
|
|
ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
|
Re: So, official orders from devs
Does Data actually ever read this thread, or is this just another excuse for people to make up random ♥♥♥♥? Just sayin'
|
Sun Jul 26, 2009 5:29 pm |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: So, official orders from devs
I think TLB said at some point that he was going through the thread and fixing stuff.
|
Sun Jul 26, 2009 6:41 pm |
|
|
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
Re: So, official orders from devs
I've gone through the thread and used it to fix a lot of the things mentioned. Inevitably it's going to take a while to perfect everything because of the way builds are released, but I think, or in the very least hope, the next build's content will be more enjoyable.
|
Sun Jul 26, 2009 7:05 pm |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: So, official orders from devs
Fix the flamer failure, decrease the sharplength so they will only fire at what they'll hit. Also fix the dumb AI that actually is the cause of the problem, oh wait, that's Data's problem.
|
Wed Jul 29, 2009 12:08 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: So, official orders from devs
I love how dumb the "napalm" flamer is. I mean, really, numgun?
|
Wed Jul 29, 2009 1:43 am |
|
|
Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
|
Re: So, official orders from devs
It is dumb, just a souped up regular flamer with no neat antigravy and uselessly long lasting orange/yellow bits. It fills the role of 'better flamer', but it doesn't have any real novelty.
It should shoot a fine stream like that. Made up of globules, which splatter on impact into fire effects and smaller globules, which attach in place to whatever they collide with first and burn while attached, damaging them, based on their mass/price. As it burns out, it goes black, to be a charred wound.
Attachment would be with Lua I suppose, and complex, if possible, at the moment. You could get Data to add reasonably easy Lua support for attaching and attachables, which really needs done anyway.
|
Wed Jul 29, 2009 3:00 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: So, official orders from devs
The damage system in CC needs a little change, like "MinEmissionDamage" and "MaxEmissionDamage" on wounds for more damage number variations, and "PenetrationLength" will be a variable that states the maximum distance the MOPixel would travel in an actor's body (the material of actor would determine the resistance against the bullet), and when the bullet reaches half length in the body, it does the middle point between the min and max damage. If the bullet reaches full length, it will cause max damage and make an exit wound.
|
Wed Jul 29, 2009 3:50 am |
|
|
maliken
Joined: Mon Mar 16, 2009 8:28 pm Posts: 35
|
Re: So, official orders from devs
There are two blunderfuzzes. Damage, accuracy, reloading time etc... are equal. But another costs 15 oz (the one in Base.rte) and the other costs 40 oz (Undead.rte). You really should remove another of them. I used forum search but didn't find any posts about this.
|
Sun Aug 09, 2009 6:09 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: So, official orders from devs
That's just content devs not wanting to touch base.rte content.
Though I am mystified as to why you would up the cost of the blunderbuss; while it rapes at close range it's got ♥♥♥♥ RIDICULOUS lifetime.
|
Mon Aug 10, 2009 1:33 am |
|
|
Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
|
Re: So, official orders from devs
I think they should make a shorter dreadnaught, with the legs dominating it's proportions(the legs at least as tall as the canister), and mount a mini-artillery gun on it. It would be a unique unit, with great applications for base sieges.
|
Mon Aug 10, 2009 5:31 am |
|
|
Tekguy
Joined: Thu Feb 26, 2009 9:20 am Posts: 10
|
Re: So, official orders from devs
Just like to put in my ideas Firstly i am disapponted in how dodgy the base doors are i fired some stray shots and the thing just broke. secondly the concrete is not nearly as tough as it should be but it is still a great game
|
Mon Aug 10, 2009 9:37 am |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|