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Dudemauler
Joined: Mon Jul 13, 2009 4:24 am Posts: 96
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Re: Whitty's Wonderful Mods *Version 8* Update 2-21-10
He means that the actual visual effect of the fire grows larger over time.
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Mon Mar 29, 2010 3:37 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8* Update 2-21-10
Weeeeeeeeeeeeee- OH ♥♥♥♥ GUYS WE'RE ON FIRE! More fire = more damage.
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Wed Mar 31, 2010 4:16 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.1* Update 2-21-10
If you want to try out the new flamethrower, download this and place it into the CC directory and overwrite anything is asks to. Directions are also at the bottom of the OP with the download. Comment please, I want to perfect this. There are a few known bugs, such as the previously mentioned crafts spawning with fire.
Last edited by whitty on Sat Apr 03, 2010 3:31 pm, edited 1 time in total.
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Sat Apr 03, 2010 5:16 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Whitty's Wonderful Mods *Version 8.1* Update 4-2-10
Can't find the sound file named "HeavyFlamerFire".
Checked and, TADAA, it isn't there!
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Sat Apr 03, 2010 8:22 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
fpisjfojg dammit. It was late, I was tired.
Fixed.
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Sat Apr 03, 2010 3:32 pm |
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Joesycop
Joined: Mon Oct 19, 2009 9:04 am Posts: 302 Location: Under Your Bed
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
So the new thing would be the people lighting on fire? I was looking over the pictures of the guns and didn't see anything so I'm guessing that. Although the only thing i dislike is the railgun, it makes the game lag a little every time its shot.
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Sat Apr 03, 2010 8:03 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Yeah the flamethrower is the only new thing.
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Sat Apr 03, 2010 11:51 pm |
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Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Maybe the Flamethrower should emit deadly particles instead of lua-drain health, or at least lua-drain health based on cost or mass or something because a TINY SQUIRT of flamethrower fluid puts a Dummy Behemoth from 200 to like 78 HP showing no physical damage.
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Sun Apr 04, 2010 2:45 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Alllllllllright. I knew that would be an issue with it, but I don't know how I could implement that using this: Code: if self.stick == 1 and self.LifeTimer2:IsPastSimMS(150) and MovableMan:IsActor(self.target) then self.LifeTimer2:Reset() self.target.Health = self.target.Health - 1 end Without making a whole different thingy. But then again. what do I know about Lua.
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Sun Apr 04, 2010 2:59 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
How about a system like this: From the particle's perspective: "If there are no particles attached to the actor I am going to attach to, attach to it and drain one health, then decay a value within me. If that value equals zero, destroy myself. If there is a particle attached to the actor I am going to attach to, add one to the value of that particle, then attach to the actor and do the rest."
Wow, I've never written steam-of-consciousness from the perspective of an abstract concept...
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Sun Apr 04, 2010 3:03 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
I dunno how to do that, I usually have other people do my Lua for me.
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Sun Apr 04, 2010 4:15 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
A phosphorous shotgun would be nice. Using the flamethrowers lua, of course. Brilliant idea coming up! You should make Bioshock2 guns. Just have 8 base guns from the game, and give them 3 different modes each.
E: Also, add the 'K' description if you haven't yet. Testing new flamey now!
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Mon Apr 05, 2010 9:17 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
Fire shotgun? On my list. Also, which "K" things are you talking about? *EDIT* Fire shotgun is violent, it can gib some heads at point blank. Also, headless clone falling through the air while burning in sweet sweet fire:
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Thu Apr 08, 2010 9:42 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: Whitty's Wonderful Mods *Version 8.2* Update 4-2-10
dude you should put that in epic moments.
p.s. the new flamer is AUSOME
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Thu Apr 08, 2010 10:29 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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Re: Whitty's Funderful Mods *Version 8.2* Update 4-2-10
I meant the ' K is the kill button ' thing. And here's my list of the ammo types from Bioshock2 and their corresponding gun, for an idea. Drill - Melee weapon that hits when you click, and drills if you hold.
- Drill Fuel - You've got to pick up the gas cans to get more ammo. The max is 300, and it only gets used up if you drill.
Hack Tool - Hacks a bunch of stuff, obviously. - Remote Hack Dart (Let's change it to tazer, shall we?) - Tazes the object.
- Auto hack dart - Converts the hit actor?
- Mini Turret - Shoots out a turret. I think dreadnaut would work better.
And there's a ton more for Bioshock 1&2. I'm just WAY too tires to list them. http://bioshock.wikia.com/wiki/BioShock_2_Weapons
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Thu Apr 08, 2010 11:11 pm |
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