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Bremze
Joined: Thu Jan 18, 2007 9:33 pm Posts: 15
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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_IIIhttp://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.
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Tue Sep 29, 2009 9:21 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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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.
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Tue Sep 29, 2009 9:27 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Announcing mechwarrior mod!
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.
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Tue Sep 29, 2009 10:27 pm |
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Alzarii
Joined: Sun Sep 13, 2009 5:34 am Posts: 34 Location: Um... Define "Location".
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Re: Announcing mechwarrior mod!
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?
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Tue Sep 29, 2009 11:01 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Announcing mechwarrior mod!
I think you use IsScrap() to keep a weapon from being picked up. Total scrub here chiming in with potentially useless piece of information.
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Wed Sep 30, 2009 2:38 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Announcing mechwarrior mod!
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.
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Wed Sep 30, 2009 2:41 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Announcing mechwarrior mod!
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.
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Wed Sep 30, 2009 2:53 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Announcing mechwarrior mod!
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.
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Wed Sep 30, 2009 3:10 am |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Announcing mechwarrior mod!
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.
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Wed Sep 30, 2009 7:26 am |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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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...
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Wed Sep 30, 2009 1:01 pm |
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weasel
Joined: Wed Sep 16, 2009 6:22 pm Posts: 491 Location: Victoria, BC
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Re: Announcing mechwarrior mod!
Probably because the posted pic of the just-torso is a broken image.
At least to me it is. :/
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Wed Sep 30, 2009 5:55 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Announcing mechwarrior mod!
weasel wrote: Probably because the posted pic of the just-torso is a broken image. Oh really?
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Wed Sep 30, 2009 6:00 pm |
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weasel
Joined: Wed Sep 16, 2009 6:22 pm Posts: 491 Location: Victoria, BC
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Re: Announcing mechwarrior mod!
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
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Wed Sep 30, 2009 6:10 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Announcing mechwarrior mod!
What missile box? That's the torso. The Missile Launchers rest on the shoulders themselves. Also, it does not have arms. Yet.
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Wed Sep 30, 2009 6:12 pm |
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weasel
Joined: Wed Sep 16, 2009 6:22 pm Posts: 491 Location: Victoria, BC
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Re: Announcing mechwarrior mod!
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?
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Wed Sep 30, 2009 6:23 pm |
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