Author |
Message |
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
can you do it for me... im kinda new here.
|
Fri Apr 09, 2010 11:25 pm |
|
|
wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
|
Re: iron man
Man, I think DRLFF is slowly creating a hive mind, I was talking with about 3 of my friends who play CC and we all wanted an Iron man mod. Anyways, those sprites look nice, even if they are edited versions, lets test this guy out.
To get this working you go into cortex command, you go into ironman.rte then into the images subfolder, find metalwound B copy and paste it into the same folder, and rename it(the copy) metalwound.
|
Fri Apr 09, 2010 11:26 pm |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
wow, thanks that worked.
thats way better when its stronger and tougher. i love it, it just needs more weapons
(use with the jerico missle mod for lol moments)
|
Sat Apr 10, 2010 1:10 am |
|
|
LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
|
Re: iron man
The newer sprites are definitely preferable to the old version.
You can work on the face a little more as well as soften the harsh black outline.
|
Sat Apr 10, 2010 1:17 am |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
ummm....... can you make them buyable in the skrmish menu and make a stronger version thats a brain, because hes the hero and all.
|
Sat Apr 10, 2010 1:57 am |
|
|
FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
|
Re: iron man
I think those take three lines of code, Buyable = 1 AddToGroup = brains BrainUnit = 1 (I think).
|
Sat Apr 10, 2010 3:45 am |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
also, can you make it so everything thats a ak-47 or less stronger bounce of of him, im new to coading and if you want to tell me what to change ill do it because the tutorials are confusing.
@fuzzymelon, i wont do that untell some one is positive.
|
Sat Apr 10, 2010 3:48 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: iron man
LowestFormOfWit wrote: The newer sprites are definitely preferable to the old version. Oh, OK. I see how it is. I think I may have a way to get his jetpack to look like it is coming from his feet.
|
Sat Apr 10, 2010 6:19 am |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
whitty wrote: LowestFormOfWit wrote: The newer sprites are definitely preferable to the old version. Oh, OK. I see how it is. I think I may have a way to get his jetpack to look like it is coming from his feet. that would be more like iron man.
|
Sat Apr 10, 2010 6:22 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: iron man
I think it'd be better game balance to have him have a high wound limit rather than bullets outright bouncing off him, but if you're determined, you just need to change his armour to a stronger material.
|
Sat Apr 10, 2010 6:31 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: iron man
Ok so something like this:
Jetpack is still there, just have it emit invisible particles. Use Lua so that when the jump/jetpack button is pressed it creates pixels at the foot.
I dunno. It's late, I'm not entirely sober, and I'm not a Lua god. I reserve the right to be totally incorrect.
|
Sat Apr 10, 2010 6:32 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: iron man
It'd look like the jetpack particles were coming out of his feet, but the physics would still be the same. I supppose that's alright though - applying upwards force to the feet is the alternative and I really think that'd result in a terribly hard to control actor.
|
Sat Apr 10, 2010 6:37 am |
|
|
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
Re: iron man
That wouldn't work at all, the reason the jetpack is on the main body is because that part of the actor doesn't get thrown around and rotated constantly. The foot moves when you are jetpacking through the air, and if it was on the feet, then it would be flying in random ass patterns all over the place, much like an out of control flying actor if you know what I mean.
Apply no force on the feet and use Lua to change the actor's velocity.
|
Sat Apr 10, 2010 6:40 am |
|
|
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
|
Re: iron man
whitty wrote: That wouldn't work at all, the reason the jetpack is on the main body is because that part of the actor doesn't get thrown around and rotated constantly. The foot moves when you are jetpacking through the air, and if it was on the feet, then it would be flying in random ass patterns all over the place, much like an out of control flying actor if you know what I mean. i know what you mean with personal expirence. remember in the movie, he gets shot in the beggining and the dude shot himself. (that was mk.1 too) G: Don't double post.
|
Sat Apr 10, 2010 6:41 am |
|
|
Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
|
Re: iron man
whitty wrote: That wouldn't work at all, the reason the jetpack is on the main body is because that part of the actor doesn't get thrown around and rotated constantly. The foot moves when you are jetpacking through the air, and if it was on the feet, then it would be flying in random ass patterns all over the place, much like an out of control flying actor if you know what I mean.
Apply no force on the feet and use Lua to change the actor's velocity. I would seriously love an actor with foot jetpacks, if only to try it out and have some laughs. No visual tricks, actual jetpack feet.
|
Sat Apr 10, 2010 6:47 am |
|
|
|