[B33] MaximDude Corp. (10 Year Anniversary Update)
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: MaximDude Corp. (Updated, new content)
Can't you place an actor along with the door to set it's team?
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Sun Dec 20, 2009 1:59 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated, new content)
Status report on MDC v3.0: - Did some more changes to module icon. - Added Sniper to the pack - Had some offset issues with this guy. - Increased killing power of MDC Revolver (Increased cost slightly due to this) - As suggested by The Decaying Soldat. - Added a Landing Pad bunker module - For actual use and/or extra roof armor and/or just decoration. - Scrapped Energy Shield and Laser Tunnel modules. - Added Nuclear Warhead to the pack. - Added Ceiling Turret to the pack. - Removed Laser Cannon Turret - I didn't really like it in the first place, it doesn't quite fit the pack. - Overhauled Machinegun Turret to look and work like Ceiling Turret. - Added Mobile Machinegun Turret to the pack - Styled like the stationary turrets. - Changed Laser Door's team definition method, now it will automatically have it's team set to whoever built it (And there is a little indicator telling you which team it is (Red/Green)) - Thanks to Joe for bringing up the idea with the doors. - Scrapped Terminator because it doesn't quite fit with the pack. Hyperkultra wrote: Maxim, how good is your Lua? My lua is total ♥♥♥♥, that pretty much sums it up.
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Sun Dec 20, 2009 12:23 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated again, new content)
Updated again, see OP for details.
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Mon Dec 21, 2009 10:07 pm |
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Labrat>BEN
Joined: Tue Oct 13, 2009 3:28 am Posts: 37
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Re: MaximDude Corp. (Updated again, new content)
nice update.
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Mon Dec 21, 2009 10:58 pm |
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NOBUNAGA
Joined: Mon Dec 21, 2009 10:58 pm Posts: 1
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Re: MaximDude Corp. (Updated again, new content)
Very good update but this pack lacks one thing.... a kamikaze dude. those crabs cant move really good in the terrain and the jumper isnt really good at exploding. so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. - Written by NOBUNAGA
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Mon Dec 21, 2009 11:08 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: MaximDude Corp. (Updated again, new content)
NOBUNAGA wrote: Very good update but this pack lacks one thing.... a kamikaze dude. those crabs cant move really good in the terrain and the jumper isnt really good at exploding. so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. - Written by NOBUNAGAWe already know that you wrote that post!!! Anyways, the kamikaze wildlife are great, but the kamikaze dude would really wreck the balance.
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Tue Dec 22, 2009 2:17 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: MaximDude Corp. (Updated again, new content)
Nuclear missile silos. They are needed. EDIT: I know it isn't a problem with the code itself, but the Lua engine being wonky, but once in a while under heavy load the object pointer of the silo points to random crafts. I suggest checking if the missile is actually a missile of the same team.
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Tue Dec 22, 2009 9:35 am |
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firewill
Joined: Fri Jun 19, 2009 4:01 am Posts: 1
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Re: MaximDude Corp. (Updated again, new content)
Yes, nice update, just one question: any plan to make a horizon laser door similar to Havy duty door?
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Tue Dec 22, 2009 3:48 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated again, new content)
Foa wrote: Anyways, the kamikaze wildlife are great, but the kamikaze dude would really wreck the balance. I'm not going to make a kamikaze troop, but I am going to make a kamikaze mega crab. >:D mail2345 wrote: Nuclear missile silos. They are needed. I was thinking maybe not to, because, well... It's a ♥♥♥♥ nuke and it can vaporize your base if you press the wrong button... But on second though, why not? I have some interesting ideas for the bunker module... Tell me, can doors be opened/closed using lua? Like, if a certain button if pressed? mail2345 wrote: I know it isn't a problem with the code itself, but the Lua engine being wonky, but once in a while under heavy load the object pointer of the silo points to random crafts. I suggest checking if the missile is actually a missile of the same team. lolwut? I'm not really getting you here... Are you saying it starts spawning other stuff? \:| firewill wrote: any plan to make a horizon laser door similar to Havy duty door? Yes, there was in fact, I just forgot to... >________________>'
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Wed Dec 23, 2009 4:00 pm |
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tezzet
Joined: Tue Mar 31, 2009 3:16 am Posts: 14
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Re: MaximDude Corp. (Updated again, new content)
Large faction that doesn't look too over-powered, me like-y E: The turret crab definitely needs to be able to jump.
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Fri Jan 01, 2010 10:15 pm |
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Dudemauler
Joined: Mon Jul 13, 2009 4:24 am Posts: 96
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Re: MaximDude Corp. (Updated again, new content)
Great pack. One thing though, the game crashes when some other actor is in the silo when the warhead spawns. I suggest having it check whether there is an actor in the silo and not whether there is a Warhead in it. Laser doors own. I now use this and WWM (for the actors) only.
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Sat Jan 02, 2010 12:33 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: MaximDude Corp. (Updated again, new content)
I will love you forever if you make a self-destruct device for bunkers.
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Sat Jan 02, 2010 1:37 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated again, new content)
Dudemauler wrote: the game crashes when some other actor is in the silo when the warhead spawns. I suggest having it check whether there is an actor in the silo and not whether there is a Warhead in it. Ok, i'll look into it. Lambda wrote: I will love you forever if you make a self-destruct device for bunkers. Explain plox. Oh, and here's the current progress: - Changed Heavy Duty Motor sprites because they were ugly - Now they are pretty and shiny. - Made turret bases less thick. - Increased altitude at which Cluster Bomb detonates - 100px was way too low. - Added horizontal setup for the Laser Door. - Did some changes to ground Turret's base and weapon sprites. - Reduced terrain rape of Turret Machineguns.
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Sat Jan 02, 2010 3:10 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: MaximDude Corp. (Updated again, new content)
Ill hail you if you make a series of kewl actors. also, more bunkermodules, like heavy tunnels would be awesome
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Sat Jan 02, 2010 3:14 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: MaximDude Corp. (Updated again, new content)
Still love this mod.
I love how the mobile turret looks, although it has terrain issues like most crabs. Other new additions are great.
Sniper is no where to be seen though.
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Sun Jan 03, 2010 3:13 am |
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