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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Shover
Flammablezombie wrote: You are making mods of increasing value, both spritewise and in playability. You are earning back that repsect and hope I had for you when you first showed up. Naturally, I'll test as soon as possible. This is gonna be fun Thanks Im also posting with firefox which has spellcheckso ill look like less of a troll. also, if you think this is of increased value, wait tell you see my mod contest entry, its coming along nice.
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Mon Aug 24, 2009 11:07 pm |
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Aveneski
Joined: Tue Jul 21, 2009 11:25 am Posts: 10 Location: Seattle, WA
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It barely moves them for me, or doesnt do crap. The shot just goes straight through a rocket. No moving, no shoving.
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Tue Aug 25, 2009 12:59 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re:
Aveneski wrote: It barely moves them for me, or doesnt do crap. The shot just goes straight through a rocket. No moving, no shoving. aim at the center, it has to be close to the center of the object to work. this is an annoying glitch because if the checking radius was bigger, it would shoot the user.
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Tue Aug 25, 2009 1:24 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Re:
lafe wrote: Aveneski wrote: It barely moves them for me, or doesnt do crap. The shot just goes straight through a rocket. No moving, no shoving. aim at the center, it has to be close to the center of the object to work. this is an annoying glitch because if the checking radius was bigger, it would shoot the user. Or you can have a quick proximity check in Create(self) that will determine who fired the gun making the bullet and it's effect ignore said actor.
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Tue Aug 25, 2009 3:45 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Re:
lafe wrote: Aveneski wrote: It barely moves them for me, or doesnt do crap. The shot just goes straight through a rocket. No moving, no shoving. aim at the center, it has to be close to the center of the object to work. this is an annoying glitch because if the checking radius was bigger, it would shoot the user. Rays much. Anyway. I think CC uses meters per sec.
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Tue Aug 25, 2009 6:18 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: Shover
Applying velocity instead of just rapid teleporting will allow this to destroy objects in collision. I recommend you do it immediately.
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Tue Aug 25, 2009 8:54 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Shover
411570N3 wrote: Applying velocity instead of just rapid teleporting will allow this to destroy objects in collision. I recommend you do it immediately. this, my sir, is a very good & quick to implement idea. when i started on this gun, i didn't know which vars controlled velocty. but know i know about self.Vel.X/Y because of the mod contest. im actually getting it done pretty well, i might stand a chance against grifs.
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Tue Aug 25, 2009 1:32 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Re:
mail2345 wrote: Rays much. ... I have reason to doubt that, btw, as your lua skills arn't good enough yet.
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Wed Aug 26, 2009 5:55 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Shover
or maybe, you should use whatever.Vel = Vector(x,y) rather than defining them separately. heck, even actor.Vel = self.Vel / 2 for easyness.
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Wed Aug 26, 2009 8:08 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Shover
Geti wrote: or maybe, you should use whatever.Vel = Vector(x,y) rather than defining them separately. heck, even actor.Vel = self.Vel / 2 for easyness. that what i did. - i finished the tag rifle codewise, its pretty great. i shot at my friends soldier as he walked into his base, he never even noticed, and just walked into his brain room. 30 seconds later: KA-BOOM! and him yelling WTF!!! (i did not tell him about the tag rifle, just used it on him. lol)
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Wed Aug 26, 2009 1:05 pm |
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Oni Zanders
Joined: Thu Apr 12, 2007 11:35 pm Posts: 64
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Re: Shover
Interesting that some old things are coming back, hmm? Like rockets raping the terrain constantly.
Anyway, while my original thoughts were 'the shover can shove it', this is starting to look much better. (But it'll be a long time before you can compete with Grif.) I may very well download this.
(Shameless plug: Opera has spell checking, y'know....)
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Wed Aug 26, 2009 6:29 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Shover
Err, I will repeat, are CastMO rays are being/notbeing considered?
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Thu Aug 27, 2009 4:46 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Shover
mail2345 wrote: Err, I will repeat, are CastMO rays are being/notbeing considered? I'm not good enough with lua yet. I just really started on the language this week, though I am a decent programmer in some other languages, I'm not that fluent in lua yet. Update! shove now works through velocity! Added Tag Rifle!
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Thu Aug 27, 2009 3:34 pm |
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deathbringer
Joined: Sun Dec 21, 2008 8:16 am Posts: 293
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Re: Shover+Tag Rifle UPDATED
lafe wrote: Update!
Shover now works through velocity! Added Tag Rifle! I'm coming up with 2 other gifs then.
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Fri Aug 28, 2009 12:30 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Shover+Tag Rifle UPDATED
deathbringer wrote: lafe wrote: Update!
Shover now works through velocity! Added Tag Rifle! I'm coming up with 2 other gifs then. Thanks
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Fri Aug 28, 2009 12:31 am |
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