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 [WIP] Pirate Industries Complete Conversion Pack 
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happy carebear mom
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Post Re: Ropeface does not make empty promises
ropeface wrote:
A question to help me with making unique walkpaths: does more frames equate to more mobility?

Think of walkpath frames like frames of an animation, the more you make the smoother it goes. When you have only a few, the game does a linear transition between them, so if you say make four in the four cardinal directions, the feet will trace a diamond shaped pattern.

As for traction, you can try making the atoms of the feet a different material, like rubber or something. They're defined in Base.rte/materials.ini iirc.


Thu Jan 07, 2010 8:50 pm
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Post Re: Ropeface does not make empty promises
I think the generic feet are already rubber.


Fri Jan 08, 2010 5:41 pm
Profile YIM
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Post Re: Ropeface does not make empty promises
I already know about the smoothness of the animation frames bit. I was just wondering if more frames (meaning more motion of the legs) would equate to a better ability to move. Smoothness of the animation is just a by-product of what I am asking.

Also, yeah I think the original feet are rubber but I made mine into Killbot material and I didn't really notice a difference. Changing what of a material would make give it more traction though? I'll most likely figure this all out myself I just want a good place to start.


Fri Jan 08, 2010 11:19 pm
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Post Re: Ropeface does not make empty promises
Well lets see we've got structural integrity, bounce, and friction...
Hmmm which one of those is similar to traction...


Fri Jan 08, 2010 11:30 pm
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Post Re: Ropeface does not make empty promises
Azukki wrote:
Well lets see we've got structural integrity, bounce, and friction...
Hmmm which one of those is similar to traction...


Well said, clearly I have completely forgotten pretty much everything. Should probably just shut myself in my room for a day and stumble through Lua again. Here's the tricky part though: how does one get an actor to stick to a wall selectively. Essentially I want it to Spiderman along surfaces.


Sat Jan 09, 2010 12:33 am
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Post Re: Ropeface does not make empty promises
Mostly I was just getting at the point that you should have glanced at it to see if it was obvious and self explanatory before asking.

You'll need some Lua scripting for that, and it will be very complex. Use rays to find the surfaces is the only idea I have for you.


Sat Jan 09, 2010 12:52 am
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Post Re: Ropeface does not make empty promises
Yeah nevermind, I figured out how to do it. Just need to make it look prettier. Also kind of difficult to implement. I'll work out the kinks as I go.


Sat Jan 09, 2010 5:17 pm
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Post Re: Ropeface does not make empty promises
since you say have forgotten alot about modding please remember to keep the HP at 100 as to not mess up pricing.


Sat Jan 09, 2010 9:45 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
I was wondering if anyone would find it irritating to have to scroll through an extended weapons menu. I'm sure some people might. I'm creating weapons with optional attachments that change the performance of the weapon. The only problem is that in the Buy Menu it would end up getting a bit cluttered...

If I group them all together that's what would happen, my only solution to this would be to seperate the weapons into individual files so that people could pick and choose what they want to have in their Buy Menu. This of course would result in a longer loading time for the initial startup...

I just wanted to know what would be preferrable. Unless of course there's a way of branching off from a single weapon in the Buy Menu to choose variables like that. But I highly doubt this.


Thu Jan 21, 2010 11:19 pm
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
I think the UAV mod has something similar to what you want except you buy the craft and it allows you to select an UAV on the scene. I'm not doing a very good job of explaining it but maybe you could do something similar to that if possible.


Fri Jan 22, 2010 1:40 am
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
UAV mod... I'll look that up. I suppose I should peruse through the B23 mods and see if anyone's already done what I'm looking for. Thanks though.


Fri Jan 22, 2010 1:43 am
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REAL AMERICAN HERO
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
It is theoretically possible to buy a single weapon that is then switched out with lua for a version with different attachments.

However, this requires two things - some kind of means of selecting the weapon and adding it outside of the buy menu, and a whole lot of dull .ini coding.


Fri Jan 22, 2010 1:46 am
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Darlos was going to use some sort of menu for the Darkstorm underslung weapons,
but I think he's waiting until B24 to actually implement anything.


Mon Jan 25, 2010 2:42 pm
Profile YIM
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Goddamn space pirates...
Image


Tue Jan 26, 2010 5:11 pm
Profile YIM
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Post Re: [WIP] Pirate Industries Complete Conversion Pack
Hahaha, they're not pirates anymore. That was just how they originally operated. They grew in numbers, enough to become a viable competitor in the intergalactic trade business. Anyway...

I've been working on some special characters, or rather characters that have unique "abilities" that set them apart from the usual actors. But I've kind of run out of ideas. I was wondering if anyone could toss out an idea of something they'd like to see.

Here's what I already have in the works:
- An actor who can call in low orbit laser strikes from a Pirate Ind. capital ship (or missiles, whatever looks cooler).
- An actor who, when killed, summons a small squad of guys close to where he died.
- An actor who can use two heavy weapons simultaneously.
- An actor who emits an area of effect damage over time field.

I'll probably think of some new ones soon but if anyone wanted to throw something out there I'd probably be willing to give it a shot. If it made sense of course.


Mon Feb 01, 2010 2:55 am
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