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 DarkStorm Military Technologies -- Updated 12/20/09 
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hm, might work. Actually, now I'm interested in giving claws to all the actors and making the disarming and wall-clinging universal (yes, even for Oni). Still, only Yuurei would have the electrical discharging and invisibility of course. Not sure on the "neck snap" though, since it assumes there's something snappable, and I don't feel like trying to come up with the myriad scripting checks for that might require. Really, the "backstab" effect is replaced by the Yuurei's ability to stun enemies, so if you sneak up behind somebody you just stun them and then attack them while they're stunned to kill them.

I also need to figure out how to make the jumping less confusing, since everyone seems to be not too keen on it. I'm actually wondering if maybe I could come up with some system where pressing up while grounded does a jump and doesn't activate the jetpack, then you hit up again to activate the jetpack. That shouldn't be terribly confusing since I know there are a ton of platformers out there that work just like that. Still, I need to figure out how the jumps themselves should work.


Wed May 19, 2010 7:48 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
On how jumping could work, you could make the actor jump in the general direction it's looking. For the strength of the jump, you could tap for a short jump, hold a little bit (1/4 of a second) and release for a medium, and hold for long time (about half a second) for a high jump.


Wed May 19, 2010 10:04 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
On how jumping could work, you could make the actor jump in the general direction it's looking. For the strength of the jump, you could tap for a short jump, hold a little bit (1/4 of a second) and release for a medium, and hold for long time (about half a second) for a high jump.


I'm pretty sure all of that is already implemented. Maybe not to the letter, but jumping/jetpacking in your mouse direction is hardcoded into the CC engine and you can control jump strength based on tapping/holding the jump button.


Thu May 20, 2010 12:31 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The jetpack angle is affected by aiming, yes, but not to the amount I would want the jumping to be.


Thu May 20, 2010 12:34 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Furthermore, the Yuurei has its own jumping system, so yeah. I'd say have the jump affected by aim would be the best bet, seeing as it would align its jumping a bit closer to normal CC usage, even if you make it slightly subtle in magnitude.


Thu May 20, 2010 7:37 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
411570N3 wrote:
Furthermore, the Yuurei has its own jumping system

Actually, it doesn't. It's just hard to tell because the other two units have jetpacks that immediately activate upon hitting the jump button. But you'll notice for the tengu and oni that if you just hold the jump button, they're rocket into the air really fast, but if you tap it, they won't. So if you want a less violent takeoff, you can just tap jump once for the short jump, then quickly hit jump again and hold it to activate your jetpack.

See, something that bugs me about how CC seems to work in general is how all the jetpacks seem to have a large initial burst. I assume this is to simulate the actor kinda "jumping" at the start of flight, but unfortunately it also allows the player to just spam the jump/jetpack button to get ridiculous velocity, as we all know. So I was trying to combine a jetpack with no initial burst with an actual "jump" that only works when the actor is standing. It seems to work pretty well for me, but it just seems to confuse other people or something.


Fri May 21, 2010 10:36 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Hey Darlos. I just came up with a simple, interesting idea. It shouldn't be too hard to make either, so even if you didn't want to put it into your faction, if you threw it together and put it in the mod dump I'd really appreciate it.

The idea is an elite Tengu. Standard Blue-and black colors, but with custom elite armor. Same specs as the tengu, but with a slightly tougher helmet (Higher impulse and wound limits), slightly faster regen (1.2-1.5x faster), immunity to all three Darkstorm elements (So he can use any weapon), and the kicker, is the Yurei's stealth and emp-stab.

I also have ideas for an elite Oni, but I really would love to see a super-tengu.


Fri Jun 04, 2010 3:51 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Perhaps you could do a completely Lua'd jetpack system so you can change the fuel with Lua? In the rock grappler mission, I found a way to make jet-bursting useless by checking the controller state for "BODY_JUMP_START," (which is the jetpack bursting) and removing a larger amount of fuel than when the controller state was "BODY_JUMP" (normal jetpack usage).


Fri Jun 04, 2010 4:13 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote:
Perhaps you could do a completely Lua'd jetpack system so you can change the fuel with Lua? In the rock grappler mission, I found a way to make jet-bursting useless by checking the controller state for "BODY_JUMP_START," (which is the jetpack bursting) and removing a larger amount of fuel than when the controller state was "BODY_JUMP" (normal jetpack usage).

Or you can just negate the initial burst in .ini, which is way easier. I'm not really sure what you're getting at.

@The Egoist: I don't think I'll be making that elite unit (well, more properly, elite ARMOR). Balancing and all. Part of the excuse for a yuurei not having a jetpack is that it's replaced by whatever battery pack supplies energy to the suit and blades... which is actually something I need to create and add to the Yuurei, since right now there's nothing on it's back.


Fri Jun 04, 2010 3:28 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
However (and Darlos, I don't mean to circumvent your wishes, I just thought I'd suggest this to the Egotist) if you wanted to, you could probably splice some sprites together to give it an "elite" look, and combine code from the various Oni and from the Yuurei to get the effect you want. As I'm interested, I'd be glad to help you out with this if you wanted to collaborate on it.
....assuming we have Darlos' approval, of course.


Fri Jun 04, 2010 4:23 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Nocifer wrote:
However (and Darlos, I don't mean to circumvent your wishes, I just thought I'd suggest this to the Egotist) if you wanted to, you could probably splice some sprites together to give it an "elite" look, and combine code from the various Oni and from the Yuurei to get the effect you want. As I'm interested, I'd be glad to help you out with this if you wanted to collaborate on it.
....assuming we have Darlos' approval, of course.


Huh... Code splicing is one of the few things that I can do fairly well... Still if Darlos doesn't mind, if you could try making the elite sprite, I might be able to work on muddling with the code.


Fri Jun 04, 2010 5:41 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Sounds awesome to me. Darlos, do we have your OK on this one?


Fri Jun 04, 2010 7:23 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Eeeeeeh... sure. I'm curious to see what you'll make. Don't expect me to use it for anything though.


Mon Jun 07, 2010 8:29 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Of course not. Just making sure we have your permission to butcher your fine craftsmanship.


Mon Jun 07, 2010 9:10 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
Hm, might work. Actually, now I'm interested in giving claws to all the actors.

Please don't. It would thoroughly ruin the legitimate military feel in favor of a japanese, I'm-telling-you-this-soldier-is-not-overpowered-at-all feel. Like Gundam could've been better if it had felt like actual military. The only way you could recover from that is by trying to make us believe the troops are each one of a kind, and with infinite copies on sale, the feel is ruined before we start.


Mon Jun 07, 2010 11:12 pm
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