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 Gentlemen, The Dummy Factory. 
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Gentlemen, The Dummy Factory.
For me it's the growth pod becasue I NEED A MANUAL.


Tue Feb 09, 2010 8:16 pm
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Joined: Wed Apr 11, 2007 5:34 pm
Posts: 22
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Post Re: Gentlemen, The Dummy Factory.
CaveCricket48 wrote:
Dummy Factory versus Growth Pod: Who will win?!


Dummy factory makes dummies, so dummy factory wins.



Any chance those sexy wall parts will be used for bunker modules later?
(Dummy base with dummy factory and dummy modules and dummy units and everything dummy :D )


Tue Feb 09, 2010 8:36 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Gentlemen, The Dummy Factory.
I just had a battle between the Dummy Factory and Growth Pod (whoever destroys the brain first, wins) and the growth pod won. The Dummy factory, while it produces stronger units, can't set them to go to a certain point when spawned, so the crabs and jumpers were able to destroy the brain controlling the factory since they had a large number of units moving at a time, and the dummy factory produced dummies that wondered aimlessly untill they were directly controlled and directed.


Tue Feb 09, 2010 8:41 pm
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: Gentlemen, The Dummy Factory.
Can't you put a goto point for the one controlling the factory and they go there?


Tue Feb 09, 2010 8:42 pm
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Joined: Wed Apr 11, 2007 5:34 pm
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Post Re: Gentlemen, The Dummy Factory.
CaveCricket48 wrote:
I just had a battle between the Dummy Factory and Growth Pod (whoever destroys the brain first, wins) and the growth pod won. The Dummy factory, while it produces stronger units, can't set them to go to a certain point when spawned, so the crabs and jumpers were able to destroy the brain controlling the factory since they had a large number of units moving at a time, and the dummy factory produced dummies that wondered aimlessly untill they were directly controlled and directed.


You can set them to a certain point by setting the actor that controls it to that point.


Tue Feb 09, 2010 8:43 pm
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Post Re: Gentlemen, The Dummy Factory.
Oh, didn't know you can do that. Doing the rematch now...

Edit: The growth pod won. I just realised that the dummy factory ran on gold. The screen was saying "ERROR" and I was like "What do you mean ERROR!?". Then it said I had to dig more gold, and the crab and jumper soldiers killed my brain.


Tue Feb 09, 2010 8:45 pm
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Gentlemen, The Dummy Factory.
money cheat ftw!!

Btw, this is a module correct? Is it possible to create a CLONE factory?


Tue Feb 09, 2010 9:46 pm
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Joined: Sun Aug 09, 2009 9:26 am
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Post Re: Gentlemen, The Dummy Factory.
That would require a complete resprite, or you could just use a cloning tube, look at the zombie cave tubes for an example.


Tue Feb 09, 2010 9:48 pm
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Joined: Wed Apr 11, 2007 5:34 pm
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Post Re: Gentlemen, The Dummy Factory.
CaveCricket48 wrote:
Oh, didn't know you can do that. Doing the rematch now...

Edit: The growth pod won. I just realised that the dummy factory ran on gold. The screen was saying "ERROR" and I was like "What do you mean ERROR!?". Then it said I had to dig more gold, and the crab and jumper soldiers killed my brain.


How much starter gold was there? If it was the regular 5000 I assume it took quite long :O

Now try with unlimited money!


Tue Feb 09, 2010 9:57 pm
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Joined: Fri Aug 22, 2008 6:08 pm
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Post Re: Gentlemen, The Dummy Factory.
Quick, someone, make a mission with this.

P.S. It's awesome and overkill.


Tue Feb 09, 2010 10:41 pm
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Joined: Sun Jan 24, 2010 11:36 pm
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Post Re: Gentlemen, The Dummy Factory.
*trying to find word*
Epic, just epic, you did a fantastic job on this.


Tue Feb 09, 2010 11:28 pm
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Joined: Wed Jan 27, 2010 3:21 am
Posts: 6
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Post Re: Gentlemen, The Dummy Factory.
any chance we could see a Lowest Form Of Wit mod pack; like all of you mods packed into one giant unstoppable "____ for dummies" army?
It's not so much I'm to lazy to find them all, rather it really would show off all your work better.


Wed Feb 10, 2010 2:06 am
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Joined: Mon Oct 06, 2008 2:04 am
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Post Re: Gentlemen, The Dummy Factory.
CaveCricket48 wrote:
Oh, didn't know you can do that. Doing the rematch now...

Edit: The growth pod won. I just realised that the dummy factory ran on gold. The screen was saying "ERROR" and I was like "What do you mean ERROR!?". Then it said I had to dig more gold, and the crab and jumper soldiers killed my brain.

Yes. In the main post near the bottom I detail how it runs off of real funds. In the next update I'll probably make the cost a little less than normally ordering from the menu, representing the costs saved via mass production of a single thing. Right now each dummy costs 150G to produce, however it does save you on the risk of delivery to the field via other means.

zman5237 wrote:
any chance we could see a Lowest Form Of Wit mod pack; like all of you mods packed into one giant unstoppable "____ for dummies" army?
It's not so much I'm to lazy to find them all, rather it really would show off all your work better.

I'm not too into total packages. It makes individual feedback on specific mods difficult to manage. Also, aside
from my Dummy Behemoth and Factory, the rest of my mods are from separate and completely different concepts. My Dragoon Kain Actor, War Zeppelin, Remastered Vanilla Modules, Nurses, etc have NOTHING in common.

I may completely redo the animation of the Factory sprite sometime far in the future and link it into one or two cohesive animations, since some people are reporting choppiness and or misalignment of frames in the creation of Dummies on the factory line.

Currently there are 6 major separate animating parts, along with 4 different animations controlling the look of the Dummy along the conveyor. Combined it's over 250 separate frames of animation, which is hard to manage in the Lua. Do let me know of any configurations that are causing major animation issues with the factory.


Wed Feb 10, 2010 3:07 am
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Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
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Post Re: Gentlemen, The Dummy Factory.
The main problem I currently suggest a change in is after the dummies are created. Is it possible for the dummies to walk out and self target enemies? That would be a lot more useful.

Also, when I use an actor to activate the dummy factory control module, it spazes out. Is there a better way to activate it?

Also, randomly, when I have production on infinite and with 100k, production randomly stops. I have a sneaky suspicion that its because of the actor in the dummy factory control module spazzing out.


Wed Feb 10, 2010 3:18 am
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Joined: Wed Sep 09, 2009 3:16 am
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Post Re: Gentlemen, The Dummy Factory.
Finally, after loooong time of waiting, and teaser gifs.
Its here! Thanks :D


Wed Feb 10, 2010 3:20 am
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