Gentlemen, The Dummy Factory.
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: Gentlemen, The Dummy Factory.
The work it would take would be astronomical, and I see that. It's just a habit of mine to brainstorm and type out my ideas. I don't actually expect Wit to make a Behemoth factory, after all. Though I wouldn't be complaining if he did.
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Sun Feb 06, 2011 1:28 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Gentlemen, The Dummy Factory.
I bounced around the idea of a Behemoth factory, but in the end it ends up being a lot of work into the spriting and animating (Dummy Factory has over 200 frames combined), not to mention the scritping (Kyred went all out on this one, especially working with me to create the control terminal menu and all, top notch work), so I didn't feel like duplicating what I had already done. Not to mention that pumping out Behemoths at any rate would just be unbalanced. The Behemoth was meant as a flagship unit, a hero unit of sorts that was limited in quantity.
I did however, bounce around the idea of a Behemoth Repair Ward or Repairs Bay of some kind that would allow you to dock your damaged Behemoth and watch it get pieced back together, but again the workload to make it not look like suck would be considerable versus just ordering a new Behemoth.
As for the factory, it does what I wanted it to do and more. The only other thing I wanted to add to it was a weapon selector screen to modify what Dummy gun to equip the built Dummies with, but again more work for a simple effect. The factory serves it's function already quite nicely, which was originally to give a cool looking and mission-like bunker module to regular skirmishes, even if in the end all it does is auto order/deliver standard Dummies.
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Mon Feb 07, 2011 4:38 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Gentlemen, The Dummy Factory.
id like to see a version of this with more options, and selectable, based on faction coalition you can chose coalition soldiers and weapons dummy, same as above and so on...
just make the sprite a bunch of arms and cloning tubes doing stuff instead of unit specific.
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Thu Feb 10, 2011 8:30 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Gentlemen, The Dummy Factory.
I'm seemingly (according to the favorite faction poll) one of the only Dummy supporters around here, so I clearly made the factory with dummies in mind.
There are other mods that can be customized to replicate units, in addition to easy tweaking of the vanilla zombie tubes to accommodate other organic units.
There are no plans on making this factory generic, as it was intentionally created in the Dummy theme.
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Fri Feb 11, 2011 12:11 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: Gentlemen, The Dummy Factory.
Not to mention how much work it would take to once again design this thing, as a version for another faction would require a complete overhaul. Christ, I'm impressed Lowest had enough patience to do it the once, and am in deepest admiration of that dedication. Daaaayummmm.
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Fri Feb 11, 2011 3:26 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Gentlemen, The Dummy Factory.
I put this on one side of the arena, and CC48's cloning vats on the other. Many lols are had.
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Fri Feb 11, 2011 6:06 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: Gentlemen, The Dummy Factory.
Question: how hard would it be to make the dummies come with a pistol as well, while increasing the cost of every dummy appropriately?
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Sat Feb 19, 2011 4:42 pm |
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Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
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Re: Gentlemen, The Dummy Factory.
Pretty easy. Open up the Factory.lua, scroll down to line 166 and you will see Code: dummy:AddInventoryItem(CreateHDFirearm("Blaster","Dummy.rte")); Just add as many new lines under that one following the same pattern. To update the cost, just modify line 165
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Sat Feb 19, 2011 5:11 pm |
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Jackal
Joined: Sat Jan 22, 2011 2:23 am Posts: 213 Location: Somewhere over the rainbow of public acceptance.
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Re: Gentlemen, The Dummy Factory.
Thank you. I have little-to-no experience in .lua scripting.
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Sat Feb 19, 2011 8:19 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Gentlemen, The Dummy Factory.
Keep in mind the factory still charges you for what the Dummies come equipped with, if I recall correctly.
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Wed Feb 23, 2011 8:18 am |
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AJ12
Joined: Sat Aug 27, 2011 11:33 am Posts: 34 Location: Space Land
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Re: Gentlemen, The Dummy Factory.
LFOW if you still see when someone posts on this mod can you update this to build 25 cause this is an awsome idea and i love the dummies
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Thu Sep 01, 2011 2:13 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Gentlemen, The Dummy Factory.
Have you tested it in B25? Do you know that it's incompatible?
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Thu Sep 01, 2011 3:45 am |
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AJ12
Joined: Sat Aug 27, 2011 11:33 am Posts: 34 Location: Space Land
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Re: Gentlemen, The Dummy Factory.
Roast Veg wrote: Have you tested it in B25? Do you know that it's incompatible? Yes i have i think it says something about c4 and then my game stops working and when i remove it my game works again.
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Thu Sep 01, 2011 1:46 pm |
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Hotshot3434
Joined: Wed Aug 31, 2011 11:32 pm Posts: 46
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Re: Gentlemen, The Dummy Factory.
It is not compatible with B25.
On launch i get an error:
Abortion in file .\System\ContentFile.cpp, line 472 because: Failed to load datafile object with following path and name: Coalition.rte/Effects/Sounds/DetonateC-4.wav
It is looking for a sound file that must have been moved.
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Thu Sep 08, 2011 11:10 pm |
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Savvic
Joined: Fri Sep 23, 2011 2:32 am Posts: 7
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Re: Gentlemen, The Dummy Factory.
Have you tried copying a soundfile, putting it in the location specified and renaming it to said missing file? It should work to my limited understanding.
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Fri Sep 23, 2011 2:39 am |
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