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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Warp Test
Yeah so I wasn't a huge fan of my old teleportation thing and I wanted to fix the system up a bit spit and polish yano
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Tue Sep 22, 2009 2:33 am |
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Oni Zanders
Joined: Thu Apr 12, 2007 11:35 pm Posts: 64
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Re: Warp Test
This's been done several times before....
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Tue Sep 22, 2009 2:34 am |
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: Warp Test
Once. By Paul. And he said it has been done before, he's just polished it. Get out of here with your womany nonsense.
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Tue Sep 22, 2009 2:37 am |
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Smitehappy
Joined: Tue Jun 09, 2009 4:05 am Posts: 38
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Re: Warp Test
I really like how it removes the terrain from around the actor, teleporting into terrain with the old teleport was wonky.
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Tue Sep 22, 2009 2:38 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: Warp Test
This is a pretty damn fun tool to have, but misfires are pretty common, at least for me. It would be really great to have a "stop" button, you know, so you don't warp to far. Like off the map. Also, this makes a really great way to get up some distance for hurling things with the grapple gun. Or using them as a huge spring cannon. There are innumerable wacky uses for it.
I'm a little bugged by it being tied to the heavy clone though, but I also don's see a good way to apply it dynamically to a given actor. This guy will be in my army for now, at least until you update it.
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Tue Sep 22, 2009 4:17 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Warp Test
its a shame deepgroups cut into all terrain to the same degree, really pretty awesome work though, good to see you actually doing stuff again.
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Tue Sep 22, 2009 6:24 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Warp Test
Is just me or is that thing controllable? The trailing thingy I mean.
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Tue Sep 22, 2009 7:37 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Warp Test
numgun wrote: Is just me or is that thing controllable? The trailing thingy I mean. you mean the uh position designator that tells you where you're going to warp to?
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Tue Sep 22, 2009 2:42 pm |
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Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
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Re: Warp Test
Ophanim wrote: Once. By Paul. nope sorry i was the first person to set an actor's position
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Tue Sep 22, 2009 3:08 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Warp Test
Grif wrote: numgun wrote: Is just me or is that thing controllable? The trailing thingy I mean. you mean the uh position designator that tells you where you're going to warp to? Probably. The trailing emitter thing.
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Tue Sep 22, 2009 7:13 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Warp Test
this mod contains no emitters
but hey
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Wed Sep 23, 2009 12:25 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Warp Test
I'd like it more if it didn't rape the terrain, because whenever my friend uses a teleporting actor he ♥♥♥♥ up my base pretty badly.
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Wed Sep 23, 2009 7:48 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Warp Test
so turn it off? open up the lua, grif has probably made it at least somewhat noob friendly to read. that or find the picture of the white circle in the mod, open it with paint and fill it with purple.
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Wed Sep 23, 2009 10:30 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Warp Test
Hmm. Considering a GetTerrMatter check to telefrag your actors.
Worth it?
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Wed Sep 23, 2009 2:48 pm |
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nnninja
Joined: Wed Mar 25, 2009 9:49 pm Posts: 96
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Re: Warp Test
This seems more like something to play around with on single player than anything else. Personally, I'm going to use it just because I can shout "Engage!" whenever I use it.
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Wed Sep 23, 2009 10:20 pm |
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