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			| ramonimbao 
					Joined: Sat Jan 17, 2009 8:53 am
 Posts: 79
 Location: Philippines
   |   Human Shields (or Clones, whatever)I know there's a way we can, like, use actors as devices (or weapons or however you kids call it these days).
 There could be something like a weapon that gets the nearest actor and keeps its center at a certain point of a weapon, therefore using it as a human shields!
 
 Maybe there's some way they could go "pew pew" while you go "rush teh sploiterz!11"?
 
 Balancing:
 1) Perhaps they could only be allowed to use one-handed weapons (or too much sparkle magic so nvrmnd?)
 2) Your speed is decreased in half (Any way to do this or it's really the weight of the actor + guns that determines your "speed"?)
 3) Since it is a shield, you can only use the main-hand weapons. (I think, it's normal).
 
 Wouldn't it be fun to use your enemies as shields?
 
 
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			| Thu Jun 17, 2010 11:59 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Human Shields (or Clones, whatever)
 
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			| Thu Jun 17, 2010 12:21 pm | 
					
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			| ramonimbao 
					Joined: Sat Jan 17, 2009 8:53 am
 Posts: 79
 Location: Philippines
   |   Re: Human Shields (or Clones, whatever)Oh, wow. I did not see that.   Thanks. EDIT: Omg. That was last year?! Man, I have not been reading.  
 
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			| Thu Jun 17, 2010 12:33 pm | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: Human Shields (or Clones, whatever)The Darkstorms Oni  can also pick up actors and use them as meaty shields. Or meaty projectiles.
 
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			| Thu Jun 17, 2010 5:02 pm | 
					
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			| CCnewplayer 
					Joined: Wed Feb 24, 2010 11:00 pm
 Posts: 255
 Location: Unknow
   |   Re: Human Shields (or Clones, whatever)To make one of these it's easy , pick up all his arms/legs ... put together them make the shield with normal wounds 
 
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			| Thu Jun 17, 2010 8:39 pm | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: Human Shields (or Clones, whatever)Yeah, if you want a stiff pathetic thingy.
 I think meat bags with ragdoll physics and health would be so much funner to play with.
 
 
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			| Thu Jun 17, 2010 10:45 pm | 
					
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			| Contrary 
					Joined: Mon Mar 16, 2009 10:50 pm
 Posts: 2175
 Location: Neverwhere
   |   Re: Human Shields (or Clones, whatever)in the minor mod dump there is a super strength device for picking up and tossing actors. 
 
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			| Thu Jun 17, 2010 10:58 pm | 
					
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			| Petethegoat 
					Joined: Mon Jun 15, 2009 4:02 pm
 Posts: 905
   |   Re: Human Shields (or Clones, whatever)
 
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			| Thu Jun 17, 2010 11:04 pm | 
					
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			| CCnewplayer 
					Joined: Wed Feb 24, 2010 11:00 pm
 Posts: 255
 Location: Unknow
   |   Re: Human Shields (or Clones, whatever)dragonxp wrote: Yeah, if you want a stiff pathetic thingy.
 I think meat bags with ragdoll physics and health would be so much funner to play with.
ramonimbao wrote:  like, use actors as devices Read please
 
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			| Fri Jun 18, 2010 1:16 am | 
					
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			| dragonxp 
					Joined: Wed Sep 09, 2009 3:16 am
 Posts: 3032
 Location: Somewhere in the universe
   |   Re: Human Shields (or Clones, whatever)Maybe clicking allstone's link may help you. 
 
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			| Fri Jun 18, 2010 1:48 am | 
					
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			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Human Shields (or Clones, whatever) Code: AddActor = AHumanCopyOf = Soldier Heavy
 PresetName = Soldier Heavy + Meat Shield
 HitsMOs = 0
 AddInventory = AHuman
 CopyOf = Dafred
 PresetName = Meat Shield
 Buyable = 0
 HitsMOs = 0
Adding actors to inventory in-game takes lua to do, though. This following thing is a simple, kinda glitcchy way of doing it, but that strength implant mod is probably much better. Quote: * to try out held actors, first make Soldier Light not hit mos. Then put this in the console while controlling one. Code: A = ActivityMan:GetActivity():GetControlledActor(0); guy = CreateAHuman("Soldier Light"); guy.Team = 0; guy.Mass = 10; gun = CreateHDFirearm("Sniper Rifle"); gun.Mass = 1; guy:AddInventoryItem(gun); A:AddInventoryItem(guy);The AI will rarely fire, due to fear of friendly fire, but it helps to have a long-barreled gun. Omg aimbot hax.Futhermore,    lol wut
 
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			| Fri Jun 18, 2010 10:35 pm | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: Human Shields (or Clones, whatever)
 
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			| Fri Jun 18, 2010 11:01 pm | 
					
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