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 Announcing mechwarrior mod! 
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Joined: Thu Jan 18, 2007 9:33 pm
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Post Re: Announcing mechwarrior mod!
Duh102 wrote:
Alzarii wrote:
If the big mechs are being too much of a problem to sprite, we could try spriting an Elemental?

Also, an Elemental is technically not a battlemech, since you don't control it with the cockpit controls and a neurohelmet but with your muscles and whatnot. Still damn cool though.

Clanners actually use(ed?) skin grafted tattoos to get better control out of their 'mechs.

Metal Meltdown: About the Mad Cat Mk III, do these count?
http://www.sarna.net/wiki/Mad_Cat_III
http://www.sarna.net/wiki/Savage_Wolf_(Mad_Cat_Mk_IV)

Anyways this is great, huge mechs can only be better if they are huge mechs from Battletech. Hoping for Vulture, Uziel, Thanatos, yes, I like Mechwarrior 4 very much.


Tue Sep 29, 2009 9:21 pm
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Post Re: Announcing mechwarrior mod!
First link is way too similar to the MK1, meaning that making the MK3 a separate mech would be pretty much useless. And the MK4 doesn't exist. I for one prefer the earlier pix of the MK3... though it's really up to Duh more than me.


Tue Sep 29, 2009 9:27 pm
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Make whatever, I really don't care. I'm not a hardcore MW fan, I just like to blow ♥♥♥♥ up with giant metal massacre machines. If you want to stick to a system, I'd recommend making just one variant of each mech model, and a progression of weights to balance, from 25 ton to 100 ton.


Tue Sep 29, 2009 10:27 pm
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Crap, I have some idea to make mech weapons like regular changable weapons, but...

1. How would it work well? (In other words, the arms don't swing when you go from machinegun to pulse lasers.)
2. Wouldn't that mean the regular actors could pick them up?

And what's the list of mechs finished and those still being worked on?


Tue Sep 29, 2009 11:01 pm
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I think you use IsScrap() to keep a weapon from being picked up. Total scrub here chiming in with potentially useless piece of information.


Wed Sep 30, 2009 2:38 am
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Give the weapons simple scripts that make them GetHitsByMOs = 0 when a normal actor is near, and GetHitsByMOs = 1 when mech is near. Actors can't pick up weapons that can't get hit. Unless you pick it up with Lua.


Wed Sep 30, 2009 2:41 am
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Regarding the Mad Cat II, III and IV variants:
They suck.

Honestly the old school mechs still look the best, and the Timberwolf is no exception.


Wed Sep 30, 2009 2:53 am
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So people don't like the current way weapons are handled? It's easy enough to remove the R/F thing I think, just a few input definition changes.


Wed Sep 30, 2009 3:10 am
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Ok, ok, I get the point, the MK2 and 3 suck (won't stop me from making 'em, though). But you still haven't told us what is wrong with the MK1 torso.


Wed Sep 30, 2009 7:26 am
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Post Re: Announcing mechwarrior mod!
Duh102 wrote:
I'm not a hardcore MW fan, I just like to blow crap up with giant metal massacre machines.


Same here, we're chaos lovers...


Wed Sep 30, 2009 1:01 pm
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Probably because the posted pic of the just-torso is a broken image.

At least to me it is. :/


Wed Sep 30, 2009 5:55 pm
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weasel wrote:
Probably because the posted pic of the just-torso is a broken image.
Oh really?

Image


Wed Sep 30, 2009 6:00 pm
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Duh102 wrote:
Oh really?

~picz~


That's better.

- I like the new missle box,
- the hip joint seems a bit low to me but looking at timberwolf picz it looks about accurate. Probably seems off because the legs aren't around.
- The hip joint seems too far back, like the whole torso is just going to tip backwards. But that could just be me, feel free to ignore that.
- If you had a pic with animated arms moving about it might make it look a bit better, it's hard to make out where the arms are or if you have them at all.
- The cockpit area seems too small. I believe it juts out a bit farther than you have it - maybe add a 3 or 4 pixel extension to the base of it.

also raising timberwolf on a pedastal. screw mk.II/III/IV


Wed Sep 30, 2009 6:10 pm
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What missile box? That's the torso. The Missile Launchers rest on the shoulders themselves. Also, it does not have arms. Yet.


Wed Sep 30, 2009 6:12 pm
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Metal Meltdown wrote:
What missile box? That's the torso. The Missile Launchers rest on the shoulders themselves. Also, it does not have arms. Yet.


Errr

Well the square torso bit is about the perfect shape and size for what the missle box should be.

it looks to me like it has an arm, and a gun sticking out! Maybe there's too much color/variation at the base of the torso? Can you cover that up with some armor?


Wed Sep 30, 2009 6:23 pm
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