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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Whitty's Wonderful Mods - UPDATE 5-31-09
But you could ADD THE ♥♥♥♥ CLONES TO YOUR MOD UNDER A DIFFERENT NAME and then there's no base.rte shenanigans for illiterate morons and no one posting THIS ♥♥♥♥'S BROKEN WAAAH
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Wed Jul 22, 2009 11:52 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods - UPDATE 5-31-09
Fine.
Also, gonna give the OP a new look. Make it a LOT more organized.
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Thu Jul 23, 2009 12:23 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods - UPDATE 7-22-09
Update. All Base.rte dependencies should be fixed. I don't remember ecavtly what I have that's new, but quite a bit of stuff has been edited. Also, new OP.
On another note, there are a LOT of WIP things in there. You can uncomment them from the Index and try them out if you want. I just felt like they weren't ready to be released yet.
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Thu Jul 23, 2009 5:38 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Whitty's Wonderful Mods - UPDATE 5-31-09
Grif wrote: Or just include the necessary files into his own mod.
:science: Sorry, that's exactly what I meant to say.
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Thu Jul 23, 2009 7:53 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
What do you all think of the effects on the atomizer? And how do you like the armor on the brain robot?
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Fri Jul 24, 2009 8:31 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
The atomizer is nice, it'd be cool if they raised off of the ground high up before they solidified though.
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Sun Jul 26, 2009 4:04 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Great mod.
I really enjoyed the weapons, especially the heavy sniper rifle and the beam gun. I also liked the teleporter, made me want to make one for my own mod, but then I though that it would look pretty much the same and well... I decided not to... For now... >_____>'
Still, great mod, definitely a keeper. :D
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Sun Jul 26, 2009 4:15 pm |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Sometimes when I fire the homing missile launcher, while the launcher is flying (my guess is when it locks onto a target) the game starts lagging so extremely much that I have to force quit the game.
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Thu Jul 30, 2009 10:33 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
ShnitzelKiller wrote: Sometimes when I fire the homing missile launcher, while the launcher is flying (my guess is when it locks onto a target) the game starts lagging so extremely much that I have to force quit the game. Yeahhhhhhh... That happens sometimes. I'm just going to make it use Lua instead of the old laggy hacky way.
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Thu Jul 30, 2009 10:41 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Can you Lua a launcher that, when fired, switches control over to the missile so that there's no confusion in trying to control it and add it in the next pack?
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Fri Jul 31, 2009 2:01 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
wutangfan1990 wrote: Can you Lua a launcher that, when fired, switches control over to the missile so that there's no confusion in trying to control it and add it in the next pack? Possibly, I don't know if Lua can switch your guy like that though.
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Fri Jul 31, 2009 4:09 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Code: ActivityMan:GetActivity():SwitchToActor(ThaRokit,0,0);
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Fri Jul 31, 2009 7:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Pretty sure it can, check the Prison Break scene; I'm pretty sure it had an automatic actor switch in there... I think body ladder had one too...
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Fri Jul 31, 2009 7:41 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
I can start making some cool ♥♥♥♥ again now.
Any ideas? I forgot what I've been making.
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Sun Aug 16, 2009 5:41 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Whitty's Wonderful Mods **UPDATED** 7-22-09
Disclaimer: These are just random things I've wanted to see, I'm sure there are parts that are infeasible or downright impossible. Or game-breakingly stupid.
Rocket Launcher that fires controllable missile. Bonus points for AI that homes in only on units it can actually hit. Jetpack that, when shot, leaks thrust from the wound and is no longer really useful as a jet. (Idea I had for a boiler on a steampunk robot, but I can't begin to make it) Cannon that uses a ray to find where it is aimed, then launches a shell with a trajectory that makes it take the "long way" to get there. Actor that re-grows body parts when it is killed (provided the head is intact) while "dead" then returns to life. Nanobot swarm actor, basically the same as the above idea, but with phasing and being passable by bullets.
I hope I helped at least a little.
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Sun Aug 16, 2009 6:41 am |
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