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 Dummy Expansion 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Dummy Expansion
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Then the whole thing freezes. Is it just me or what?

I've never had this problem, has anyone else had this problem? :???:
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The Heavy Dummy and the Dreadnought A both seem too blocky. Dummy-styled things use a lot of round shapes and curves.
Fighter doesn't seem all that dummy-like to me in terms of sprites.

I'll fix the dummy and dread sprites but that fighter took a while to get right and I kinda like it so unfortunately, no changes there.
Quote:
Having a common feature between all the craft will tie them together.

That said, you don't put a massive clunky door on the bottom of your new sleek fighter just to make it fit in.
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Okay, I get you. But when most of the weapons you created along with most vanilla weapons simply ricochet off, it's a little too much. Because this mod seems like you were attempting Vanilla balance, I'd recommend you tone this feature down. Just my opinion.

I'll make the heads normal dummy material, how's that?


Sat Aug 07, 2010 11:58 pm
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Joined: Tue Oct 13, 2009 4:23 pm
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Location: Blighty
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Post Re: Dummy Expansion
Love the look of this. Definitely downloading.
Not quite sure of the HUEG pods on the assault lander, though.


Sun Aug 08, 2010 1:32 am
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Joined: Sun Aug 01, 2010 1:14 am
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Post Re: Dummy Expansion
very god over all sprite wise

.. but my transport blew up, when I ordered & the pilot went crazy & attacked my brain
Attachment:
Dummies.bmp
Dummies.bmp [ 441.81 KiB | Viewed 6728 times ]

I think you can fix that by putting
Code:
Team = 0
for the actor


& the heavy's walk paths are weird, he does the shuffle :lol:


Sun Aug 08, 2010 2:40 am
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Location: Auckland, NZ
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Post Re: Dummy Expansion
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.. but my transport blew up, when I ordered & the pilot went crazy & attacked my brain

Ha ha ha ha! :smile:

Quote:
I think you can fix that by putting

Code:
Team = 0
for the actor

It's a gib of a gib so that won't work. When I can use Lua I'll see if I can fix that, but at the moment thats just how it's gonna be :)


Sun Aug 08, 2010 3:46 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Dummy Expansion
I think the Phoenix was able to do that.

If you need any other help consult someone like Geti, or CaveCricket.


Sun Aug 08, 2010 4:09 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Dummy Expansion
Actually you can have it with a set team, but then it would be set regardless of the craft's original team. As I've said, you could use Lua to make it the appropriate team though.


Sun Aug 08, 2010 12:20 pm
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Post Re: Dummy Expansion
A really nice sprites you have done here, my sincere congrats!
If I can help you out in something, let me know.

DL'ed!


Sun Aug 08, 2010 12:26 pm
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Joined: Sat Jan 30, 2010 4:07 am
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Post Re: Dummy Expansion
The sprites are absolutely amazing.

Also, about the Dummy armor and how bullets bounce off of it.

You could get rid of that and just make the big ones near indestructible as in it would take like 10 clips of the coalition Gatling gun to take it down. But you could also make a special rail rifle that is specially designed to take it down in like 4 shots and also perhaps a special type of mine or explosive. This would require Lua though so it might be out of the question.

Also, for the fighter dropship, you could have a hatch open while two turrets spray diagonally away from the hatch opening like the Aegis.


Sun Aug 08, 2010 12:54 pm
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Joined: Tue Aug 03, 2010 4:51 pm
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Post Re: Dummy Expansion
Dropship explodes because its gibImpulseLimit is set too low for its weight, it should be doubled or tripled.

I think the new actors are too hard to kill for reflecting most of the bullets.


Sun Aug 08, 2010 4:19 pm
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Post Re: Dummy Expansion
I love it all.


Mon Aug 09, 2010 3:00 am
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Post Re: Dummy Expansion
I'm not sure if the rogue thing is a feature or just because you haven't figured out how to make it be on the team of the buyer.

Gibbing a craft which contains the actor usually solves the problem.

A+ sprites and functionality for most of the mod, seeing as the ones with less has been previously stated already.


Mon Aug 09, 2010 3:22 am
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Post Re: Dummy Expansion
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I'm not sure if the rogue thing is a feature or just because you haven't figured out how to make it be on the team of the buyer.

:oops:
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The sprites are absolutely amazing.

Thanks!
Quote:
Dropship explodes because its gibImpulseLimit is set too low for its weight, it should be doubled or tripled.

I'll see if this works.


Mon Aug 09, 2010 5:31 am
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Joined: Tue Jul 20, 2010 4:28 am
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Post Re: Dummy Expansion
:shock: Did you just say WESNOTH? like in BATTLE FOR WESNOTH? :'O Finally! i heard of someone playing it! i was thinking that i where the only one playing it.... :D

Oh, yeah, ^^' about the mod, i really like it! i never play whitout ;) and for the heavy dummy, i think some work on the arm could make it a little bit better... (even if it's already awesome!)

so good luck guy ;)


Mon Aug 09, 2010 5:33 am
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Post Re: Dummy Expansion
I Think it's nice... :D
But Yeah... It's Really Sucks When The Awesome Dropship Destroyed When Arrived...


Tue Aug 10, 2010 12:56 am
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Post Re: Dummy Expansion
Update time!

Quote:
Dropship explodes because its gibImpulseLimit is set too low for its weight, it should be doubled or tripled.

This worked! Thanks. :grin: Dropship is now fixed.
The Improved dummies head is now just Military Stuff, with a dummy alloy helmet.
The heavy dummies head, walkpath and legs are fixed, will fix the rest in the next update hopefully.
Made the escape pod unhittable and only gibs after 5 seconds.

Have fun! :)


Tue Aug 10, 2010 5:04 am
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