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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Coops, the mutlitool is awesome!
Let me congratulate you with that until you say something. How did you came up with that idea?
By the way, it's awesome how it's color changes from blue to orange when it's killing dudes.
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Mon Sep 05, 2011 3:22 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: S.A.W. *(01/09/2011) UPDATE: V11.0
Yes, thank you for the compliment, Asklar.
It was a simple concept, really. I didn't want to have the hassle with making separate tools to do separate but similar jobs, So LeonXross and I consulted a bit about how to heal/fix the mech and came up with this idea. I like it but I think I may have over done the damage it does.
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Mon Sep 05, 2011 3:24 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Wonderful mod. Beautiful spriting. Gorgeous effects. One thing bothers me though. I ordered a medium soldier and a BAP-9 I think it was. And the actor couldn't use the gun. The description of the gun also didn't mention this. I don't think adding unpleasantries like this works for a game like CC. It makes playing overly complicated due to players having to learn which guns an actor can't use. CC should be as simple as possible. Ofcourse, this is my opinion. (Maybe it's an idea to colour-code both the weapons and the actor.) My favourite is the digger. I love the effects on that thing. Simply awesome.
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Mon Sep 05, 2011 3:30 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
It's true, it's strong, but I guess that's compensated with it's range and digging power. A regular digger, even the weakest one, is basically an insta-kill weapon at close range. Well, this is mid-close range almost insta-kill, so I think it's fine. And Coops, Coops9753 wrote: Code: Health = 100 -- Initial Health MassA = 40 -- Skeleton Mass MassB = 145 -- Coalition Heavy Recoil = 1.45 -- BAP-9 Recoil Modifier
AlgoA = (Recoil)/(MassA/(Recoil*50))*50 AlgoB = (Recoil)/(MassB/(Recoil*50))*50
print(Health - AlgoA) -- -31.40625 Skeleton goes *Poof* print(Health - AlgoB) -- 63.75 Major arm muscle bruising
This is a ♥♥♥♥ awesome idea. PLEASE DO IT!!! And make the actor drop the weapon, of course. And fire almost randomly. Please!
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Mon Sep 05, 2011 3:31 am |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
For some reason in the activity I don't have anything ever appear. Any idea why?
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Mon Sep 05, 2011 6:23 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
KravenDanger wrote: For some reason in the activity I don't have anything ever appear. Any idea why? Did you place too many units? Sometimes you place a lot of units and reach the MOID ceiling and actors won't spawn. It has happened to me a lot of times. Hey Coops, I've got some questions. Currently, is the recoil based in the mass of the actor? And does the RAAX have a weak point? Because after I depleted it's shield, I hit it in the back with one shot of your FR-27 and it gibbed, then the game crashed. Well, maybe I didn't hit it in the back, it was in a wierd position.
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Mon Sep 05, 2011 11:12 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
I've gathered that about 80% of the time that a Guardian explodes a crash immediately follows when I use them.
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Mon Sep 05, 2011 11:38 pm |
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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: S.A.W. *(01/09/2011) UPDATE: V11.0
Yeah I'm looking into it right now. I think its something to do with the gibs.
Also the Skirmish does have a MOID Limit that I have reduced so it doesn't lag as bad. I'll have to put in a warning for if you put too many units in.
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Mon Sep 05, 2011 11:46 pm |
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KravenDanger
Joined: Mon Jan 31, 2011 10:51 pm Posts: 81
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
I only had maybe ten actors.
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Tue Sep 06, 2011 2:50 am |
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AJ12
Joined: Sat Aug 27, 2011 11:33 am Posts: 34 Location: Space Land
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
I love the mech and the multi tool is awsome spectacular work.great mod
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Wed Sep 07, 2011 2:20 am |
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SnowMonster20
Joined: Wed Jul 16, 2008 12:49 am Posts: 226
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Love the mod! Great sprites, great features, great mech, great everything!
Just one problem. When I asplode the mech (Whether I am piloting or fighting an AI one) the game crashes
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Wed Sep 07, 2011 3:31 am |
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yourebuying
Joined: Tue Sep 06, 2011 1:19 am Posts: 15
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Nicely done, fantastic effort.
However for some reason the actors have a nasty tendency to lag out the game even when there are few entities in play.
Are there a lot of complicated scripts attached to them?
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Thu Sep 08, 2011 7:02 am |
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DrVonBarron
Joined: Sun Sep 04, 2011 2:25 pm Posts: 181
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
yourebuying wrote: Nicely done, fantastic effort.
However for some reason the actors have a nasty tendency to lag out the game even when there are few entities in play.
Are there a lot of complicated scripts attached to them? Yes, Shiny partical effects for sheilding. That said, i do wish i could fire that Mech gun with a light trooper, as the recoil would be in effect a rocket jump. Or it could tear off my arms and leave me as a walking bomb, Either ways good.
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Thu Sep 08, 2011 2:05 pm |
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Hotshot3434
Joined: Wed Aug 31, 2011 11:32 pm Posts: 46
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
This mod is FANTASTIC! Sprites are amazing, weapons feel meaty and big, and the effects are spectacular! The only problem i seem to have is when i buy multiple soldiers. Particularly the Elite shielded ones. My game crashes shortly after the second one is introduced. I have a feeling it is the overload of particle effects. Is there any way to fix this? If not, i will just avoid buying multiple Elite units.
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Fri Sep 09, 2011 4:31 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Just got B25 the mech looks amazing only problem is i cant run the mod due to the reload sound of the LMG any ideas or are you still ironing things out ?
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Sun Sep 11, 2011 2:18 pm |
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