View unanswered posts | View active topics It is currently Sat Dec 28, 2024 5:12 pm



Reply to topic  [ 2040 posts ]  Go to page Previous  1 ... 117, 118, 119, 120, 121, 122, 123 ... 136  Next
 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
Author Message
User avatar

Joined: Fri Aug 26, 2011 3:06 am
Posts: 42
Reply with quote
Post Re: UniTec (B27_1.1.0)
Gotcha! wrote:
Did you enable 'auto build' or whatever the option is called? (Unfortunately enabled by default for each map).

When auto-building a bunker with any non-vanilla faction the game will crash. Not my bug to solve as far as I know. :???:


I don't get this. I never go into Design, I just let things auto build.


Mon Jun 18, 2012 10:23 pm
Profile

Joined: Tue Jun 12, 2012 2:38 pm
Posts: 8
Reply with quote
Post Re: UniTec (B27_1.1.0)
thanks for the hint with the "auto-build" :)
That means i must build everything on my own? ôO
And for the maker of this mod, all in all really nice work, one thing is crap and that is the deliever of the giant mechas (small rocket can deliever a 3x times bigger mech, lol).
BTW sorry for my bad english ;)


Mon Jun 18, 2012 10:55 pm
Profile

Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
Reply with quote
Post Re: UniTec (B27_1.1.0)
I took a look at the parachute script and I can't see any reason for either of those problems. That said, the script seems like it needs work. You can add as many people as you want to a single parachute, there's random useless looking variables in parachute 2.lua and you can still walk while parachuting. I'll make you a better one sometime between now and a day or two from now, whenever I get the desire to actually do it instead of complain :)


Mon Jun 18, 2012 11:21 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: UniTec (B27_1.1.0)
@CC4E: For now you'll have to build your own bunker, yeah. Problem will probably get a fix in the next build, since I am sure it's Data's problem, not UniTec's. ^_^'

About the mechs: Would people like it if they would be delivered much like the Zealot's Kanai?
And have the tank delivered by a bunch of parachutes?
All these units would then appear in the Craft menu though.

@Bad Boy: Thanks, man! :grin:

About the chutes: The not-gibbing-when-landing-on-the-ground-without-cargo has been fixed for the next update.


Mon Jun 18, 2012 11:29 pm
Profile

Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
Reply with quote
Post Re: UniTec (B27_1.1.0)
I think I would prefer the tank to come in with a bunch of parachutes. I know its been a problem for a while now but that bulkier is just kind of sitting there collecting dust...maybe now is the time to find a way to make it useful?

But yea, I vote for a bunch of parachutes. Oh yea and the parachutes that are currently in use can actually attach to dropships once the actor on it is off of it. Forgot to mention that. But I guess its a moot point.

You know for the mechs...I still think using the bulkier dropship is a better option. Maybe you can make the mech only deliverable through the bulkier dropship? Or maybe you should just have the mech come in via parachute?

Also, for the bulkier dropship, you could make it more durable vs. normal dropship? Maybe detachable armor on engines?


Tue Jun 19, 2012 3:14 am
Profile
User avatar

Joined: Wed Jun 20, 2012 5:36 am
Posts: 1
Location: Where we all should be.....
Reply with quote
Post Re: UniTec (B27_1.1.0)
The compact bow is gone. :0 Are you ever going to re add it?


Wed Jun 20, 2012 7:02 am
Profile

Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
Reply with quote
Post Re: UniTec (B27_1.1.0)
Alright Gotcha, try these out for size:
Attachment:
Parachute 1.lua [3.7 KiB]
Downloaded 146 times

Attachment:
Parachute 2.lua [262 Bytes]
Downloaded 165 times


Changes:
Cleaned up both scripts, there was some absolute nonsense code that didn't belong and didn't do anything. I'm actually kind of surprised they worked at all.
Parachutes will no longer get stuck at the top of the screen, no weird delays or anything like that now.
Actors don't move while in the parachute, though you can still move it like before.
The big change and the one that actually took time to figure out: you can now only have one actor per parachute. However, they can comfortably support up to five and can uncomfortably support even more. When you order more than one actor on a parachute you'll get more parachutes to go with them, enough to (almost always, the exceptions can be blamed on the chute not opening) support all the actors you order. Keep in mind that because of how this works ordering any more than five actors will be laggy and messy and result in a lot of teleporting actors, though they'll eventually land safe and your chutes will all disappear. Also, my way of doing things for this, though cool in my opinion, can look messy sometimes as you can end up with a bunch of parachutes close together that won't delete until they touch down. If you'd rather not have the parachute spawning I also have a version of the script without it (but still with single actor per chute).

Anyway, I do have a couple more things I might add to this sometime,
1) Make the chute pop if the actor is too heavy, pretty easy, I just forgot to do it until I started typing this.
2) Make chutes that are added by the script subtract gold from the actor's team and make it so that they give back gold if they die because of not having an actor. To elaborate on that, as is, parachutes without an actor stuck to them gib right away, this is what keeps the buildup of added parachutes down, and it also means that ordering a parachute with no one in it will give you nothing. While I can make the chutes take away gold without too much difficulty, it's a lot harder to make them give it back so buying a bunch of actors on a chute would result in the loss of a lot of money for a player. The only way I can really think of to fix that is to make them actors of some sort. I can make it so they won't display huds and won't be selectable (I think) so if you want this to be directly cost balanced you should change them. Otherwise you can just up the price of parachutes or ignore it and leave it as is, that's really up to you.


Tl;dr, new chutes that are better. Oh and in case there's anyone who doesn't want to wait til this is rereleased to use these, just drop the files in Unitec.rte/Devices/Lua.

Enjoy :)


Fri Jun 22, 2012 9:07 am
Profile
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Reply with quote
Post Re: UniTec (B27_1.1.0)
you need to make more prebuilt bunkers. maybe ones that are more adaptable to different kinds of terrain.


Fri Jun 22, 2012 10:21 am
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: UniTec (B27_1.1.0)
@Bad Boy: Thanks! I'll check it out right away. :)

Edit: Works bloody wonderful! ... well, up to 2 people. When ordering 3 actors there's usually an extra chute and when ordering 4 guys the screen is littered with parachutes. :P

@NeoSeeker: Damn, are you telepathic or something? Yesterday evening I had my photoshop open and was thinking about what kind of additional bunkers UniTec could have.
I couldn't come up with something...
I did remove the beds in the bunkers that had beds, because it was annoying to walk over them.

Have any examples of what you'd like to see?


Another edit: Would people like to see more differences in actors, like the ronin? (One can see a bit farther, another can walks faster etc.)


Fri Jun 22, 2012 11:07 am
Profile

Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
Reply with quote
Post Re: UniTec (B27_1.1.0)
To me I feel like the actors are fine as they are. In my eyes, I see the Shield actors, Mike through Tanya, as the staple while the other 5 are more specialized/special.

In terms of bunkers, I would like to see a specific platform designed for the Tank and Mechs. I tend to not buy tanks/mechs as much during gameplay than I do pre-gameplay because its kind of a mess when its ordered. So a specifically designed bunker to house tanks/mechs would be nice. Also, when I was working with coops on his Ancient Guardian, we came up with a repair tool that repaired the Guardian, acting like a blowtorch of sorts. It would be nice to add that, IF the mechs could get more battle damage effects like the guardian does, like loss of mobility with increased dmg or something.

Also, maybe you could make bunkers pre-built with actors? Like one of the tower bunkers, when built, could come with two shield snipers or something. It would save a lot of time.


Fri Jun 22, 2012 1:21 pm
Profile

Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
Reply with quote
Post Re: UniTec (B27_1.1.0)
Just throwing in my support for all of Leon's ideas, they all seem really cool. I don't know if the aforementioned ancient guardian had stat changes when damaged but it could definitely be done, either through ini or lua.

For the parachutes, did the extra chutes not disappear after a couple seconds? I can usually order up to 5 without gamebreaking lag, since most of them clear up after a few seconds. I could probably make them better if 1) The parachutes were craft, it'd mean I could deal with money effectively. 2) You don't mind me making the parachutes change an actor's sharpness (or lifetime or presetname, something that I can access from the script). Keep in mind that this may make the parachute give trouble with some other actors, if their default sharpness isn't 0. That said, thinking more as I type I could probably save the sharpness and give it back afterwards, that might just solve the many chute problem.

Also, if you want to do things very efficiently, if you sprite and code up a big/multiple chute for tanks and mechs I could make it so it'll automatically use those if you call down a tank/mech with it. I think it'd be pretty cool to have one parachute that does everything, though you'll want to change the craft's sprite to something else to reflect that, if you do it.


Fri Jun 22, 2012 5:16 pm
Profile

Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
Reply with quote
Post Re: UniTec (B27_1.1.0)
I just got an idea.

This mod needs a grappling tool.


Fri Jun 22, 2012 5:51 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: UniTec (B27_1.1.0)
...IF the mechs could get more battle damage effects like the guardian does, like loss of mobility with increased dmg or something.

Jeebus Cripes. Not necessarily a bad idea, but how the hell am I supposed to do that? :oops:

How do you visualize the 'bunker for mechs'? Bunkers spanning half the map?
I also can't quite grasp why you would want them inside a bunker. They're meant to play outside, receiving lots of damage. :???:

@Bad Boy: Ah, I get it now. I created gibs for the parachute, but you don't see those yet ofcourse. You see them disappear, I see half the screen disappear in gibs. :P
The parachute is a craft. But there's a copy of it created somehow. I have no clue why Lafe (the original creator) did this if it can be done easier.
The real craft is a rocket:
Code:
AddActor = ACRocket
   PresetName = Parachute Template

I didn't mean to upload a new unitec version anytime soon, but it'd be a good idea if you could see the gibs. New version should be up in a few minutes.

Changes in v1.1.1:

- Reduced time a homing missile starts seeking to a half second. (Was 1.)
- Put a hat on Scarlett and Vicky. No more hatless folk.
- Found some old muscle arms that I never used. (Planned to use it on Grizzly one day; I guess this is the day.) Although I got his permission, I forgot who the original spriter was.
- CheyTac M200 bullet now explodes after 2 seconds, instead of disappearing.
- Made light green dummy olive green and altered both dummy heads a bit. Also gave them a little chest plate.
- Changed all jetpacks due to emitter being a bit off on most of them.
- Made UniTec GL more useful by stealing Browncoat Magmaul's grenade path indicator.
- Parachute now gibs into a ball of chute, instead of hanging around in the air. The ball of chute is made of grass, so it won't ever be an annoying obstacle. More importantly, Bad Boy made shiney new lua for this thing and it works better than ever before!
- Removed Beds out of bunkers. Was bloody annoying to walk over them.
- Improved Raptor sprites and wounds won't push the Raptor away anymore. Also, removed wrong gibs. (White panels 'n stuff.)
- Wolverine body sprite improved.
- Added smoke trails to yellow and red jetpack trails, as well as the missile launchers' backfire.
- Kanai jetpack visuals improved and power lowered a bit.
- Zealot Ship spriting improved.
- Gave brain cases a sprite update.
- Actors have new weapon switch sounds.

Edit: Craptastic. Mod has reached 10 mb limit and won't upload.
Take it easy on my ISP plx. x)


Edit: @MrGrim, sorry, missed your comment. Euh, the bow is still in there.
If you're playing the campaign, run presets.bat and choose 8; the bow is property of SHIELD.
If you're playing skirmishes, run presets.bat and choose 1 or 2.


Fri Jun 22, 2012 5:53 pm
Profile

Joined: Fri Jun 01, 2012 10:59 pm
Posts: 103
Reply with quote
Post Re: UniTec (B27_1.1.1)
...is this a bug? :P


Fri Jun 22, 2012 7:22 pm
Profile
User avatar

Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
Reply with quote
Post Re: UniTec (B27_1.1.1)
Yup. That's a bug. :lol:

Thanks for that wonderful picture!

Edit:

@LeonXross: Isn't there a grappling hook thing already in Midas' base selection?


Last edited by Gotcha! on Fri Jun 22, 2012 9:43 pm, edited 1 time in total.



Fri Jun 22, 2012 8:06 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 2040 posts ]  Go to page Previous  1 ... 117, 118, 119, 120, 121, 122, 123 ... 136  Next

Who is online

Users browsing this forum: Bing [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.035s | 18 Queries | GZIP : Off ]