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 MODDING FEATURE SUGGESTION THREAD 
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: MODDING FEATURE SUGGESTION THREAD
Total damage being defined by the target's set wound and modified by the particle causing penetration is most realistic and useful.
That way the right type of wound appears on something, but the damage and emissions are affected by the particle, as well as by the depth of penetration the particle inflicted.


Wed Oct 21, 2009 6:24 pm
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Joined: Thu Oct 22, 2009 11:44 pm
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Post Re: MODDING FEATURE SUGGESTION THREAD
Although its unlikely that this variable would be feasible, making an malleability, or maybe an elasticity variable for particles in the game (with the default set to the normal, crumbly material) would make the game more interesting. Objects such as grass would not crush into a fine powder when you walk over them, and materials like ruined dropship corpses would be dented and nicked when you shot through them, instead of behaving like sand.


Thu Oct 22, 2009 11:53 pm
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Joined: Fri May 15, 2009 10:29 am
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Location: Russia
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Post Re: MODDING FEATURE SUGGESTION THREAD
The ability to change ammo icon for weapons hwen we get Lua acces to weapons.


Sat Oct 24, 2009 8:31 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: MODDING FEATURE SUGGESTION THREAD
I'D LIKE TO OFFER A COMPLAINT.

Why is it that when you try to run a script on a projectile from a firearm, you can't get it to do anything in it's first frame of existence? Even if you put something in the Create function, it still doesn't take effect until the frame AFTER the projectile has appeared. So basically, it winds up doing what you want only after it's traveled away from the barrel a bit. You can't have the projectile do anything right AT the barrel of the weapon, so to speak.

It'd be nice if this were changed.


Sun Oct 25, 2009 2:54 am
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Joined: Tue Mar 04, 2008 1:40 am
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Post Re: MODDING FEATURE SUGGESTION THREAD
@People asking about bans:
Ask a mod or start a topic in Off-Topic, this is not the place.


Sun Oct 25, 2009 3:58 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: MODDING FEATURE SUGGESTION THREAD
Here's something: it'd be nice if gib angles were relative to the rotation of the gibbing object, rather than absolute. Right now, if you try to have something gib "forward" (to the right, if the projectile is going straight to the right), the gibs always fly to the right even if the projectile goes left. This is even with InheritsVel = 0.


Sun Oct 25, 2009 3:42 pm
Profile YIM

Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: MODDING FEATURE SUGGESTION THREAD
Darlos for your complaint, make the barrel sprite longer, but not the offset.

For the Gibbing thing, do some lua in function Destroy(self)?


Sun Oct 25, 2009 5:26 pm
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Joined: Mon Apr 06, 2009 9:41 am
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Location: New York
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Post Re: MODDING FEATURE SUGGESTION THREAD
How about the ability to attach freely rotating attachments? Things that'd just kinda hang there. This would be great for exposed organs on zombies or making "ropes".


Sun Oct 25, 2009 11:57 pm
Profile YIM
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: MODDING FEATURE SUGGESTION THREAD
-Lua on attachables
-A control button that is only for Lua to read. Alt fire weapons!
That's about it for me.


Mon Oct 26, 2009 4:28 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: MODDING FEATURE SUGGESTION THREAD
How about some way to control how easy/hard it is for gunshots (or perhaps any sound that might alert actors) to be heard by actors. Right now, it seems every sound alerts every actor at the same distance. Either that, or its only based on the actor, and not the thing making the sound.

The idea here is to be able to make silenced weapons and such.


Sat Oct 31, 2009 11:05 pm
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: MODDING FEATURE SUGGESTION THREAD
Pretty sure entirely Lua-controlled AI is on Data's todo list.


Sat Oct 31, 2009 11:43 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: MODDING FEATURE SUGGESTION THREAD
Grif wrote:
Pretty sure entirely Lua-controlled AI is on Data's todo list.

Good to know.

So, how about making some existing features actually work? I'm using SceneMan:CastObstacelRay(), which should give you back the point where the ray strikes something, as well as the distance from the starting point to the striking point. It does the first thing well enough, but fails hard at the distance, since it doesn't seem to handle wrapping around scene seams at all. It just seems to take the starting point and ending point, find the difference vector, and get its magnitude. This is bad if the ray goes across the scene border, for reasons that should be obvious.


Mon Nov 02, 2009 3:04 am
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