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nicolasx
Joined: Sun Mar 13, 2011 6:17 pm Posts: 646
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 Re: Mobility
ahh ok lol sorry ima have to go off for awhile  again cord still hasnt arived I hope your mod goes well though  il probably be back by the time its finished (although I have no idea how long itl take) k bye guys
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Tue Sep 13, 2011 12:54 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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 Re: Mobility
Edit base rte and put this on every actor, and this will become a permanent installation in my cortex command folder What im looking like right now That is purely awesome! +5!
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Tue Sep 13, 2011 1:31 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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 Re: Mobility
bioemerl wrote: Edit base rte and put this on every actor, and this will become a permanent installation in my cortex command folder I may do that once this is finished, but it is not. I just added the ability to jump, and jump from walls:
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Tue Sep 13, 2011 3:51 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: Mobility
Mehman, what the ♥♥♥♥?
You keep getting new content out like there's no tomorrow!
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Tue Sep 13, 2011 3:55 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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 Re: Mobility
All these ideas prevented me from sleeping(it's 5am here), so I just had to make it. Now I have to go to the university, I may add more content when I return(at about 7pm), or try to get some sleep.
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Tue Sep 13, 2011 4:00 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: Mobility
You are mad dude.
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Tue Sep 13, 2011 4:03 am |
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Slax
Joined: Mon Jun 01, 2009 7:47 pm Posts: 47 Location: Winland
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 Re: Mobility
Maybe there isn't a tomorrow. Might as well put in the work while you still can.
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Tue Sep 13, 2011 12:03 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Mobility
This guy has far more mobility functionality, but it really diminishes the way walking in CC is actually a visible interaction between the actor's feet and the ground, instead of just an animation that plays as one moves around on the ground. This is especially apparent with the occasional 'hover step' where his foot doesn't reach the ground, yet doesn't slow him down.
He also still has some trouble on slopes, so it's a little weird seeing him sprint and tear through everything, just to come to a stop at with .3 meter tall wreckage. His super slow terminal velocity is also a downside in my opinion, looks very out of place.
But overall, you have made some big improvements on his mobility, so good show.
Last edited by Azukki on Tue Sep 13, 2011 7:49 pm, edited 1 time in total.
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Tue Sep 13, 2011 12:45 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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 Re: Mobility
I just updated this: Now it works almost perfectly on non grassy terrain, and it destroys grass in an attempt to reduce its hazardous effects, I know it doesn't look pretty but it works better this way. It handles slopes better now. Also: Offensive jump(just jump at your enemy): 
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Tue Sep 13, 2011 6:09 pm |
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scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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 Re: Mobility
This used to be awesome. Now, it's too, but up to 11. Stop adding things or you'll create a singularity (just joking! Keep up the good work!).
EDIT: Also, forgot to mention that finally Browncoats feel like super soldiers, having researched a step further from breathing towards - being actually able to walk! Whee, the awesomeness of using legs! BTW, if you will include it in Base.rte, DO NOT attach it to zombies please, or it will make no sense. Skellies, maybe, but zombies are not made for running.
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Tue Sep 13, 2011 8:18 pm |
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scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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 Re: Mobility
Also, hadn't much time to test, so it may be non-relevant, but if you didn't, try to speed up the motion on ladders please. In vanilla, they work as jetpack-stoppers for me.
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Tue Sep 13, 2011 9:03 pm |
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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: Mobility
This mod forced me two create an offhand uzi for the Ronin and go rambo-ing like mad. EDIT: Found a bug:  If you jump aiming downwards you can get inside terrain, then you can navigate anywhere inside terrain by jumping.
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Tue Sep 13, 2011 9:50 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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 Re: Mobility
I can't open the new folder. Getting errors in winrar. Don't use 7zip or I'll be forced to ♥♥♥♥ insult you.
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Tue Sep 13, 2011 11:26 pm |
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Superjuden
Joined: Thu Mar 25, 2010 12:39 pm Posts: 25
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 Re: Mobility
BigBomb wrote: I can't open the new folder. Getting errors in winrar. Don't use 7zip or I'll be forced to ♥♥♥♥♥♥♥ insult you. Had the same problem, then I downloaded 7zip and magically the problem went away. Also yes, the jumping into the ground sorta thing is kinda not that fun. Perhaps putting a time limit on how often you can actually jump would probably make it less of a problem. I literately just beat tutorial bunker by jumphaxxing my way through the ground and entered through the floor of the enemy base wielding a minigun. Right now I consider the unit in the current mod to be fairly, insane. Perhaps lowering the walking speed and lowering the jump distance would make it a bit more manageable as an actual unit. Also if you just point your gun down and jump, you'll literately get launched straight into the floor and basically get instakilled or just plain buried. Still, the overall concept is fantastic. There are some kinks here and there but that's like saying the Mona Lisa isn't a great painting because some guy scribbled his name in the corner.
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Wed Sep 14, 2011 12:32 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: Mobility
I know what you need to try next:
Making them climb ladders.
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Wed Sep 14, 2011 3:03 am |
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