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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Invisicrete™
p3lb0x wrote: You people fail to see what this is. It's a proof of concept. Not a polished mod. Grif made this in 4 minutes before he left for school. What is it a proof of concept of? IS invisible terrain difficult to achieve or is there something else to it? Aspasia wrote: Hey ♥♥♥♥♥♥s, have you ever seen invisible terrain? No? Well stop jumping on the "we hate grif" bandwagon to look cool. For fudge sake grow up. But I love Grif, I just don't know what this mod is And how can we see invisible terrain if it's invisible?
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Sat Sep 12, 2009 12:46 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Invisicrete™
Morbo!!! wrote: Aspasia wrote: Hey ♥♥♥♥♥♥s, have you ever seen invisible terrain? No? Well stop jumping on the "we hate grif" bandwagon to look cool. For fudge sake grow up. But I love Grif, I just don't know what this mod is And how can we see invisible terrain if it's invisible? Erm, Ctrl + M once to activate MAT view, Ctrl + M a second time for MOID view, and Ctrl + M a third time to activate Optical ( Normal ) view. Great tool, it is like having an invisible shield.
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Sat Sep 12, 2009 1:32 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Invisicrete™
cool ♥♥♥♥ is cool, didnt know that worked but its nice to know it does, in case that becomes useful at some point in the future.
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Sat Sep 12, 2009 1:34 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: Invisicrete™
A bit gimmicky if you want to have serious battles with other humans, but a really fun tool nontheless. I've died a couple of times when I forget where my barriers were. That was embarrassing.
I'm not familiar with Lua scripts, but if they can set the color of particles then togging this while still in normal view would be a pretty cool addition.
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Sat Sep 12, 2009 2:03 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Invisicrete™
Can't make it visible on the fly, but I have some ideas for actually useful/fun/interesting applications of this.
Which I'll get done soon.
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Sat Sep 12, 2009 2:08 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Invisicrete™ [force fields]
oh hey look done forcefield bunkermodules purchase from b. systems stop most bullets have some neat features that you can't really observe until you do ctrl + m no really do it and then shoot the wall p tyte but pretty laggy also so idk giffan would be great or I'll do it myself
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Sat Sep 12, 2009 6:40 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Invisicrete™ [force fields]
Grif wrote: this product 100% certified to contain no rays ... That said, nice job. Some fiddling will allow spawned bunkers
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Sat Sep 12, 2009 7:27 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Invisicrete™
Grif wrote: Can't make it visible on the fly, but I have some ideas for actually useful/fun/interesting applications of this.
Which I'll get done soon. That sonar thing pelbox showed in epic moments would be sufficient to check your barriers. A glow spam sprayer gun : P
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Sat Sep 12, 2009 8:22 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Invisicrete™ [force fields]
Grif wrote: [img]no%20image%20quoting[/img]
Ah, I see now. Awesome.
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Sat Sep 12, 2009 8:25 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Invisicrete™ [force fields]
Morbo!!! wrote: Grif wrote: [img-http://filesmelt.com/downloader/damn_son.gif-/img]
Ah, I see now. Awesome. So we have the technology for regenerating bunkers. Grif, you really are the man with the meat hammer. ( This is an old one )
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Sat Sep 12, 2009 8:29 am |
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BlackNecro
Joined: Sat Dec 02, 2006 12:41 am Posts: 27 Location: Germany
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Re: Invisicrete™ [force fields]
The bunker module is epic How bout a version that stays empty if nothing is close but as soon as anything gets inside the force field part it spawns the invisible wall. Then the player has to move some clone there to kill the trapped clone (as easy as shooting a fish in a barrel) Then if nothing living is inside clean up with some box shaped deep group raper
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Sat Sep 12, 2009 3:30 pm |
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newgunz2008
Joined: Sat Sep 12, 2009 10:56 pm Posts: 2
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Re: Invisicrete™ [force fields]
I think it's pretty good, i'd use it only when i have like a friend over to come and play it with me as the enemy, as i know him he'd be all like " invis blockage!?" otherwise there's no point of using it if i can't see it, right? as i said "i'd use it only when i have like a friend come over and play it with me as the enemy" and for the enemy it's no difference, cause if you would use a normal concrete spray he would be still shooting the concrete Good job overall though
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Sat Sep 12, 2009 11:07 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Invisicrete™ [force fields]
Grif wrote: invisible terrain that gets hit by MOs and is not scrap is actually new to the best of my rather extensive knowledge so y'all can quiet down on that front
I would only like to say, How long have I been saying you can make non-scrap stuffs? several builds, and considering how long B23's been out, its a wonder noone got this working sooner. Invisible concrete to me is pretty useless, I only fight AI. Now if you find a way to make the AI Not see the invisicrete, THEN i'll be happy with it. The other thing is regenerating bunker modules. I have not yet tested it, but if it only lags when it re-spawns, this can make for some AMAZING stuff, especially when combined with different materials. I was actually gonna try to make a map with regenerating ground, but I was gonna do it by making something that periodically used a ray to test how deep terrain was, and if its to deep, start spamming particles at it. I'm not good with computer. You should totally make regenerating terrain/bunker modules, even if they are only in square and rectangle shapes. invisible ones, and visible ones, even if there monochrome. Also imagine this... Invisible bridges.
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Sun Sep 13, 2009 9:30 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Invisicrete™ [force fields]
Making non-scrap mopixels was never an issue
making non-scrap settled MOs has only recently been an issue
that said
working on drawing some bunkermodules now
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Sun Sep 13, 2009 10:24 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Invisicrete™ [force fields]
Try making an entire set of bunkermodules made from regenerating invisicrete. With ones that had entire wall sections that disappeared when an ally got close aka doors.
So, here's my ideas and methods:
Invisicrete normal modules: Just do what you're doing, only make a bunch of different shaped ones. Invisicrete doors: Make ones that instead of regenerating, degenerate when a player or friendly actor comes close, then regenerate outside the allies sensor range. Invisicrete traps: Make a module with an area that 'regenerates' itself full of invisicrete when an enemy gets into the middle of it.
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Sun Sep 13, 2009 11:29 pm |
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