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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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Re: District 9: Alien Armory
Thx for all good words! I loves all of u!Who wanna help me with correction of walk-path? :P Looks like i made it bad. After post reading i found this is only one thing what need to speak about it madmonkey43 wrote: the homing arc gun beam and the smoke trails for the bullets blew my mind although i have some constructive critisism to make the mech is a tad small compared to the prawn (the human:prawn scaling is okay) in the D9 movie, prawns could take ridiculous amounts of damage, i saw one get shot and simply shrug it off, whearas in this mod they are as weak as normal humans same goes with the mech, bullets were pinging off it until someone clever enough managed to shoot its weak point with a .50 calibre sniper. In this mod, basic firearms will turn the mech into walking swiss cheese in a matter of seconds don't get me wrong, there's nothing more satisfying than arc gunning a zombie, then arc gunning its head as it falls down 9/10 (i like the movie, so +1 anyway) edit: also can we hope for an activities.ini in the future? pl0x? : Yeah, ok! "I shall take your position into consideration"© Baal, Lord of destructionBut i think what a mech size is good, cause if i made it bigger they will loose all mobility and abillity to get into bunkers WIP: Weapon balance, health points WalkPath, if somebody helps me with it...Marx047 wrote: Any actors other the mechs coming soon? Yeah, may be prawn dropship and something els...
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Tue Nov 10, 2009 11:27 pm |
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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: District 9: Alien Armory
You might need to add force strength or something that'll make the legs be able to force the dude back up.
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Wed Nov 11, 2009 1:45 am |
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Trebgah
Joined: Wed Jun 17, 2009 7:34 am Posts: 11 Location: None of your friggin' business!
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Re: District 9: Alien Armory
This is awesome. I think you should make a pig for this mod. You know how the alien shoots the pig with the gravity gun?
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Wed Nov 11, 2009 4:07 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: District 9: Alien Armory
O hey! Awesome. DL-ing and probably fixing the walkpaths a bit... and as for target pigs, how about making bunker module'd pig carcass targets?
I have flashes of the Predator slaughterhouse scene now...
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Wed Nov 11, 2009 5:36 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: District 9: Alien Armory
Looks pretty good, but I still prefer the smaller prawn. It'd make it considerably easier to do the walkpaths for, as well.
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Wed Nov 11, 2009 6:23 am |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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Re: District 9: Alien Armory
411570N3 wrote: Looks pretty good, but I still prefer the smaller prawn. It'd make it considerably easier to do the walkpaths for, as well. LOL, wht a u talking about?=))) this prawn smaller then first about 1.5 times! carriontrooper wrote: O hey! Awesome. DL-ing and probably fixing the walkpaths a bit... and as for target pigs, how about making bunker module'd pig carcass targets?
I have flashes of the Predator slaughterhouse scene now... Woot! Thx, can u drop me it in PM? And i implement it in patch?
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Wed Nov 11, 2009 6:49 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: District 9: Alien Armory
Methelina wrote: Woot! Thx, can u drop me it in PM? And i implement it in patch? Well, wait for a while, in addition of fixing my own mod, I suddenly have collegework to do. Maybe in a week or so.
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Wed Nov 11, 2009 8:22 am |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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Re: District 9: Alien Armory
Looks like eternity awaiting, heh...
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Wed Nov 11, 2009 8:47 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: District 9: Alien Armory
Methelina wrote: 411570N3 wrote: Looks pretty good, but I still prefer the smaller prawn. It'd make it considerably easier to do the walkpaths for, as well. LOL, wht a u talking about?=))) this prawn smaller then first about 1.5 times! Oh right, my mistake. You could probably have the legs extend less during walking and standing, to make it fit into bunkers, and it'd be pretty much perfect. Anyway, from what I can see of the walkpaths, you, first, need to move the legs up by about five to ten pixels and then make it so that the legs move up by about five pixels as the foot moves forwards before moving the leg down again just as it reaches the limit of the leg length. It would help if you looked at a side view of someone walking and thought about how their foot moved as they walked.
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Wed Nov 11, 2009 9:47 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: District 9: Alien Armory
Methelina wrote: But i think what a mech size is good, cause if i made it bigger they will loose all mobility and abillity to get into bunkers oooooh yeaaaaah didn't think about that also, the prawn's antennae collide with bunker roofs... it would be fun to have an advanced gas launcher which transformed the enemy into prawns to recruit them for your cause i cant wait for a more strengthened mech so i can go ploughing through zombies, gore exploding all around and clouds of ash erupting before me excited
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Sat Nov 14, 2009 3:36 am |
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Methelina
Joined: Wed May 20, 2009 9:59 pm Posts: 111 Location: Megastructure
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Re: District 9: Alien Armory
"Entrails and a spread of blood! That is grace of other side" ©Andy La Plague Let gore-grind on the lands of Midas New patch for Mod coming soon=) With better balance of weapons and other stuff, like a gibs and scars, mech armor blance etc. I have some ideas about sprey-morpher and digger tool=)
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Sat Nov 14, 2009 3:15 pm |
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fylth
Joined: Sun Jan 18, 2009 12:24 pm Posts: 96
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Re: District 9: Alien Armory
I eagerly await the update, I am greatly loving this mod
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Sun Nov 15, 2009 12:30 am |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: District 9: Alien Armory
Having fun with the mech Gravity gun. Soldiers? BLAST THEM INTO A FOOKING DROPSHIP!
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Sun Nov 15, 2009 1:27 am |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: District 9: Alien Armory
This is godly.
Thankyou, very much. I love the microwave gun.
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Sun Nov 15, 2009 1:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: District 9: Alien Armory
Note to self: Don't try to use the microwave gun on dropships or rockets.
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Sun Nov 15, 2009 2:18 am |
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