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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Warguy wrote: This makes it so when I enter a level, my comp pops a window up and says "Cortex Command.exe has stopped working"
EDIT: Okay its fixed, but where is that drone? I can't find him
EDIT2: two problems. One, In the roundcount, its not Count, its RoundCount Two, He forgot to put Buyable = 1 on each of them.
EDIT3: Okay its count, sorry You are making no sense, at all. It works fine.
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Sat Jun 05, 2010 11:44 pm |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
First time I laughed at anything on the internet in months, when I missed the acronym in the thread title and saw it once I loaded the thread.
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Sun Jun 06, 2010 12:49 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Actually, the idea of them getting smarter in numbers is pretty cool. You could give them objects that push other allied drones, etc. and give them a Lua sourced compulsion to use them at certain points, hopefully giving rise to useful emergent behaviour.
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Sun Jun 06, 2010 3:24 am |
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Squeegy Mackpy
Joined: Tue Mar 20, 2007 10:16 am Posts: 186 Location: Australia
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
The Decaying Soldat wrote: I really appreciate this mod for its originality. Those things are cute and deadly.
One thing that bugs me though is the sfx. The start up and death sound should be electronic beeps, not car engine sound and moans of a dying elephant. I don't hear any car engine The startup sound does contain alot of electronicy beeping and clicking. The growl that follows is supposed to sound distinctly different from the death sound. The startup growl (if it wants to growl at all) is it angrily saying "I'm gunna ♥♥♥♥ you up good, because thats what I'm programmed to do!" while the pain and death sounds, are most definitaly shreaks of pain and moans of a dying elephant. LeonXross wrote: Anyways, so these little doo hickies attacked my brain while they remained outside of my bunker. Also, you could get a better delivery system like instant activation after you release the thing. The weapons could be better and I suggest getting rid of the digger because it randomly switches to it and digs at air. They do sometimes go crazy like that, but that's an issue I can't fix. It's also very rare. Activation not being instant is not an issue, because if there is danger present then the drones will automatically skip all startup protocol and open fire on any enemies present. (Thats a fancy way of saying, it works just like regular AI that has exited from a craft). The digger issue is again an issue with the AI, something I can't fix. Regular clones do it too. 411570N3 wrote: Actually, the idea of them getting smarter in numbers is pretty cool. You could give them objects that push other allied drones, etc. and give them a Lua sourced compulsion to use them at certain points, hopefully giving rise to useful emergent behaviour. I'd be using lua if I knew it. I might add some small tweakings (although currently I can't think of any that would depend on lua) once I learn the basics of it. I've taken your suggestions and an updated version should be up soon.
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Sun Jun 06, 2010 4:17 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Maybe the sound files are broken for me. Anyway, I like this mod, and I think a bit of lua will spice it up.
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Sun Jun 06, 2010 6:41 am |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Its definetly interesting. It might not be "Innovative" even if its just actors with invisible walking paths, its uniquer then a new pack of armor, more armored and super soldiers. They remind me of manhacks. Maybe ina update?
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Sun Jun 06, 2010 8:51 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
The sounds are Valve sounds from HL2.. So far i've just noticed strider sounds, i think they fit in quite well actually. Great job on the Mod otherwise.. Found it out that its pretty entertaining to buy about 15 of them on the Dummy assault mission and let them loose..
EDIT: Oh yeah, and DOG sounds too.. Ive spent too much time reading up on Half Life...
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Sun Jun 06, 2010 10:51 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
♥♥♥♥ hell, you rock. I'd say drop the S on the end of the name (Drone support strikes me as wrong), and maybe use a lighter darkest grey rather than black on the sprites (the black stands out a little) and make the wounds more dramatic (something vanilla sucks at), but this has got to be the best first released mod I've seen. Definitely look into scripting.
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Sun Jun 06, 2010 12:10 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Hey I have a solution, you know DSTech's drone launcher, the Hive thing that launches a bunches of drones at enemies? You know how the drones all go for the enemy clones? Maybe you could make your drones sort of move towards the enemy a little more so it at least looks like its doing its job.
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Sun Jun 06, 2010 2:23 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Leon, that was before Lua, they aim at enemies, they fire their gun, and thus they are propelled towards them.
Geti, help this guy out, I'd would be great if these guys organized into a swarm like the beehive mod.
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Sun Jun 06, 2010 8:09 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Hmm this reminds me more of the Manhack mod from HL2.
You could always try varients of that delivery system and moving system.
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Sun Jun 06, 2010 8:35 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Foa wrote: Geti, help this guy out I need to know what he wants help with before I can do that.
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Sun Jun 06, 2010 11:10 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Geti wrote: Foa wrote: Geti, help this guy out I need to know what he wants help with before I can do that. Then ask. So yeah, rocket + 25 RETARDS, scuttle, end of story.
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Sun Jun 06, 2010 11:54 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
MOID-Splosion...
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Mon Jun 07, 2010 12:05 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Remote Elimination of Targets & Reconnaissance Drone Support
Hyperkultra wrote: MOID-Splosion... No, 25 Deployable RETARDS, they hit the ground, activate, and proceed to ass rape the enemy base. It takes 2-3 waves.
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Mon Jun 07, 2010 12:10 am |
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