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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP)[again] Faction: Lizard Men UPDATE 7/1/10
No lol that's literally what its called. Green tree python. Plus I was more referring that the skin is a bright green color and resembles plastic.
So anyone willing to maybe help with coding?
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Fri Jul 02, 2010 4:25 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: (WIP)[again] Faction: Lizard Men UPDATE 7/1/10
Ah, that makes far more sense. My apologies. Depends on whether it's Lua or .ini coding. From what I can assume from reading the thread, it'd be .ini, but I'm just guessing. It would help to specify.
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Fri Jul 02, 2010 5:30 am |
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Thereddragon
Joined: Mon Jun 28, 2010 10:23 pm Posts: 47 Location: Wales
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Re: (WIP)[again] Faction: Lizard Men UPDATE 7/1/10
I enjoy using this mod cant wait to see more
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Fri Jul 02, 2010 8:20 pm |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP)[again] Faction: Lizard Men UPDATE 7/1/10
I need lua help. Specifically with:
Chameleon actor turning invisible or camouflaged.
An egg that gibs one of three nude lizzies at random
I think thats it for now. Lua is all I need help with. Sprites are done and .inis are easy enough,
Thanks and credits will be given blah blah etc. etc.
If no one is willing to help then Ill just copy, er I mean learn from other mods and you all will have no one but yourselfs to blame for unoriginality.
Not that this is super original in the first place lol
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Sat Jul 03, 2010 1:11 am |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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Re: (WIP) Faction: Lizard Men UPDATE 7/6/10
Tried these new ones just a few seconds ago, and I have to say that I found the Elite one pretty interesting because: It jumps a really long way, can double jump (they all do, but anyway) and runs fast. This combined with the shot slugger makes him pretty much like Scout, a character class from Team Fortress 2, because he's fast, jumps a lot and when jumping, you can get a third jump by firing the gun downwards (although this blasted a couple of Elites into gibs in midair when I tried this with them). To pull this, Scout has to be using a special shotgun that has a small clip, like the shot slugger in this case.
And talking about the guns, they mostly have an insane recoil that makes it even possible to fly with them, like the shot slugger and assault slugger. Also, they can't even damage doors, and long slugger just blew a dummy away without damaging it at all. Make some normal weapons too, or just give us Executioner back, with less recoil, of course. I swear it could almost propel a skeleton up into air.
By the way, what is that crocodile-like thing on the first page? It can't be anything we now have, so I assume it is the big Alpha guy?
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Wed Jul 14, 2010 4:08 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: (WIP) Faction: Lizard Men UPDATE 7/6/10
Elite is ELITE!!!
It is ultimate, and most powerful, and fastest; STOP USING STEREOTYPES.
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Wed Jul 14, 2010 9:23 pm |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP) Faction: Lizard Men UPDATE 7/6/10
foa: Useless Post is UselessIf you don't like it then don't download Magzone: Thanks for the criticism The not hurting doors was a unintended side effect but I think it fits. The slugs would just pound away at big metal doors and since the ammo capacity is so small, realistically, they wouldn't waste it on doors. I had intended to make the claws hurt doors though so fear not. Doors wont stop the finished faction in its tracks. I don't want to but I could make the guns shoot normal bullets with a slug sprite. that would fix the epic recoil and the not hurting doors. Made the assault slugger semi instead of full auto, this helps a little. Gonna tweak the shot slugger and hopefully get rid of the air gibbing. I am aware of the sniper bug although It doesn't happen to me very often. Not sure how to fix it. Its just an impact explosive so I can't think of how to make this better. Never played TF so any similarities are unintended.
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Fri Jul 16, 2010 12:57 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: (WIP) Faction: Lizard Men UPDATE 7/6/10
I think there is a way to avoid epic recoil using emiters. Though I'm no modder so I that's all I remember.
I am really liking what you're doing here. I think this faction is interesting. The big lizard has good sprite. Though I am not too fond of the regular lizards' faces. They look cool when armored but the face is quite meh.
Also, there should be a buyable hand-held jet tool to equip these guys just in case the player is going into rough terrain or bunkers.
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Fri Jul 16, 2010 4:39 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: (WIP) Faction: Lizard Men UPDATE 7/6/10
It might be neat if they had their own jet, but it might break the theme... AAL Space Digger, the Solid Snake Cypher, and the Emporean Handheld Maneuvering Unit all do the job, though, if you want something of the sort.
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Fri Jul 16, 2010 4:58 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: (WIP) Faction: Lizard Men UPDATE 7/6/10
SnowMonster20 wrote: foa: Useless Post is Useless If you don't like it then don't download I should of quoted the above poster, that post was a response to Magzone.
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Fri Jul 16, 2010 5:17 am |
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Magzone
Joined: Thu Apr 22, 2010 3:07 pm Posts: 19 Location: Finland, Middle of Nowhere
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Re: (WIP) Faction: Lizard Men UPDATE 7/6/10
Foa wrote: I should of quoted the above poster, that post was a response to Magzone. So what kind of stereotypes I was using, and how? I fail to see what I said wrong. Or if you think I even said something wrong, I don't know.
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Fri Jul 16, 2010 2:52 pm |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: (WIP) Faction: Lizard Men UPDATE 7/6/10
Apologies all around now lets not start a flame war kiddies.
Newest version is going to up shortly and the first post will be updated
Takin the lizards in a new direction.
Complete resprites and more lizards
more to come
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Mon Jul 19, 2010 10:21 pm |
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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: (WIP) Faction: Lizard Men UPDATE 7/19/10
I am really liking the new look to the lizards. It's better to see details in the green ones, and yet the black one has it's own coolness. I'd say make the troops green and add a black one for night ops/special ops/elite.
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Tue Jul 20, 2010 2:54 am |
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RAA
Joined: Fri Feb 26, 2010 1:26 am Posts: 13
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Re: (WIP) Faction: Lizard Men UPDATE 7/19/10
I love Tri Horn ♥ 'Just think the head could use a bit tweaking.
Plus, the Long slugger always seems to barely hurt the enemy and often kills me. XD I still love it though!
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Tue Jul 20, 2010 6:14 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: (WIP) Faction: Lizard Men UPDATE 7/19/10
Oh yea, the long range slugger does that. It only explode backwards like a flak gun firing onto a door.
Also, the jet particles should not collide with actors. On one occasion I accidentally squashed a fellow reptile's face. And when done deliberately, it tears off limbs of vanilla actors. Like a super fart.
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Tue Jul 20, 2010 4:30 pm |
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