Author |
Message |
mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
|
Re: Camoflouge Robot (Update 8-4-09)
The Decaying Soldat wrote: Appearance-wise, the mine looks great with the grass. Practical-wise, it would be too suspicious after the battle went on for, 10 minutes and there's still grass standing. Might look awkward.
I wish I had a human player to test these camo gear out but too bad, non of my friends are interested in CC. All my friends hate CC...it's all about Halo and Wii for them, I know how it is. But could we combine this with the Ghille suit script?
|
Sat Aug 08, 2009 9:29 am |
|
|
ramonimbao
Joined: Sat Jan 17, 2009 8:53 am Posts: 79 Location: Philippines
|
Re: Camoflouge Robot (Update 8-4-09)
mbbird wrote: But could we combine this with the Ghille suit script? I approve of this.
|
Sun Aug 09, 2009 8:20 am |
|
|
WOLFPACK2
Joined: Thu Apr 02, 2009 4:36 pm Posts: 9
|
Re: Camoflouge Robot (Update 8-4-09)
now all you need to do is make some camo guns
|
Sun Aug 09, 2009 6:50 pm |
|
|
Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
|
Re: Camoflouge Robot (Update 8-4-09)
WOLFPACK2 wrote: now all you need to do is make some camo guns Was I the only one who thought of a gun that fired seeds, which turned into full turnips and grasses on impact?
|
Mon Aug 10, 2009 5:52 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: Camoflouge Robot (Update 8-4-09)
mbbird wrote: The Decaying Soldat wrote: Appearance-wise, the mine looks great with the grass. Practical-wise, it would be too suspicious after the battle went on for, 10 minutes and there's still grass standing. Might look awkward.
I wish I had a human player to test these camo gear out but too bad, non of my friends are interested in CC. All my friends hate CC...it's all about Halo and Wii for them, I know how it is. But could we combine this with the Ghille suit script? Should work if you boost char height.
|
Tue Aug 11, 2009 5:48 am |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: Camoflouge Robot (Update 8-4-09)
I don't want the Camo bot to have super pick-up range though. Also, I might make a device that regrows the grass to solve the erosion problem.
|
Tue Aug 11, 2009 6:54 am |
|
|
undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
|
Re: Camoflouge Robot (Update 8-4-09)
Barnox wrote: WOLFPACK2 wrote: now all you need to do is make some camo guns Was I the only one who thought of a gun that fired seeds, which turned into full turnips and grasses on impact? No.
|
Tue Aug 11, 2009 8:42 am |
|
|
mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
|
Re: Camoflouge Robot (Update 8-4-09)
mail2345 wrote: mbbird wrote: The Decaying Soldat wrote: Appearance-wise, the mine looks great with the grass. Practical-wise, it would be too suspicious after the battle went on for, 10 minutes and there's still grass standing. Might look awkward.
I wish I had a human player to test these camo gear out but too bad, non of my friends are interested in CC. All my friends hate CC...it's all about Halo and Wii for them, I know how it is. But could we combine this with the Ghille suit script? Should work if you boost char height. Doing just that will give me the same effect? I'll try it...
|
Tue Aug 11, 2009 9:30 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Camoflouge Robot (Update 8-4-09)
No. Enemies will still notice and shoot you; the Lua is what is important. Also, has anyone tried negative character heights? That could work as long as CC doesn't freak out on loading...
|
Tue Aug 11, 2009 10:36 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Camoflouge Robot (Update 8-4-09)
It would be below you? CharHeight is just an int reflecting how many pixels to put the HUD above the spriteoffset of the actor's torso.
|
Tue Aug 11, 2009 4:36 pm |
|
|
Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
|
Re: Camoflouge Robot (Update 8-4-09)
But a big negative character height that sends the HUD under the bottom of the map would prevent the "Icanpickupeverythingonmap" effect you get from boosting the HUD into orbit. Of course, it would mean that the camo bot wouldn't be able to pick up anything, but it could just come pre-equipped.
|
Tue Aug 11, 2009 6:15 pm |
|
|
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
|
Re: Camoflouge Robot (Update 8-4-09)
Ragdollmaster wrote: But a big negative character height that sends the HUD under the bottom of the map would prevent the "Icanpickupeverythingonmap" effect you get from boosting the HUD into orbit. Of course, it would mean that the camo bot wouldn't be able to pick up anything, but it could just come pre-equipped. Gentlemen, we may have a solution.
|
Tue Aug 11, 2009 8:59 pm |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
Re: Camoflouge Robot (Update 8-4-09)
The mech's from unitec has Lua coding that gives them weapons no matter how many times they loose it, so these could have the same code.
|
Tue Aug 11, 2009 9:51 pm |
|
|
Sparx
Joined: Mon May 18, 2009 2:54 am Posts: 34
|
Re: Camoflouge Robot (Update 8-4-09)
Lizard wrote: The mech's from unitec has Lua coding that gives them weapons no matter how many times they loose it, so these could have the same code. The only problem with that is whenever they die, the script spams weapons. Although since it would be dirt and grass weapons it would just look like terrain.
|
Wed Aug 12, 2009 1:27 am |
|
|
mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
|
Re: Camoflouge Robot (Update 8-4-09)
411570N3 wrote: No. Enemies will still notice and shoot you; the Lua is what is important. Also, has anyone tried negative character heights? That could work as long as CC doesn't freak out on loading... That's what I thought. That shouldn't be too hard, I looked through the ghille actor (I don't know anything about lua in CC) and it looked like a normal green actor with a lua file attached to it.
|
Wed Aug 12, 2009 1:36 am |
|
|
|