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 Trappers: Alpha Feedback Page 
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Post Trappers: Alpha Feedback Page
I just realized that it be better for me to just make a feedback page for the stuff I need feedback on.

I am making a hunter for my Trappers faction. It is a tall alien (3 pixels taller than a browncoat light) that have an infinite supply of harpoons (though each still costs 3 oz, they will also be purchacable, but the hunter can throw them with much more power).

The idea is a offspring of Legatus' suggestion of a man in a big rusty armor (Axon from ut2004)

Image

This is my first visualisation of the actor.

Also to be mentionen, the helmet can be shot of revealing the aliens face.


Also anybody has any inside into cortex command lore, maybe make a suggestion of where it could fit in?


Sat Jul 21, 2012 11:42 am
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Post Re: Trappers: Alpha Feedback Page
As for Lore, from what I understand, as long as you call something an "Alien" or a "Clone Mishap", you're good to go. If you even want to fit into lore; you obviously do, so I won't give you the whole "do whatever you want because who cares!" spiel.

If you're asking where it fits into Cortex Command; it's an alien. Bam, done. If you're wondering where it fits into your faction, maybe it's like a mercenary or something?

It also reminds me a bit of a Predator, but I think there's an older mod for one of those, already.


Sat Jul 21, 2012 1:32 pm
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Post Re: Trappers: Alpha Feedback Page
UnsubRedun wrote:
As for Lore, from what I understand, as long as you call something an "Alien" or a "Clone Mishap", you're good to go. If you even want to fit into lore; you obviously do, so I won't give you the whole "do whatever you want because who cares!" spiel.

If you're asking where it fits into Cortex Command; it's an alien. Bam, done. If you're wondering where it fits into your faction, maybe it's like a mercenary or something?

It also reminds me a bit of a Predator, but I think there's an older mod for one of those, already.


Mostly I was just not sure if the lore allowed more alien races, or if it was more of a static amount, but now I realize how many different species was in one of the intro pictures, so I don't think it is a problem :)

For the factions own lore, the Trapper faction is more a group of people and aliens who aren't clones, which scavenges junk from large cooperations and makes ambushes on convoys inorder to gain food (matter for cloning) and other supplies.

Mostly this thread is about the sprite though, as I want to make sure the visuals are nailed down before I animate him/it.


Sat Jul 21, 2012 2:08 pm
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Post Re: Trappers: Alpha Feedback Page
Yeah, you should be alright, lore-wise. Hell, there are dozens more alien types if you look into the concept art.

As for the sprite, it looks pretty good. You can tell the arms from the torso pretty readily when they're at rest, so he doesn't look like a huge blob from the waist up. The legs might be tough to animate properly due to their shape, but we'll have to see it in motion before anyone can offer any real critique.

Is he wearing the helmet? Can you make a version of the sprite without it?


Sat Jul 21, 2012 2:12 pm
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Post Re: Trappers: Alpha Feedback Page (need help with walkpaths)
UnsubRedun wrote:
As for the sprite, it looks pretty good. You can tell the arms from the torso pretty readily when they're at rest, so he doesn't look like a huge blob from the waist up. The legs might be tough to animate properly due to their shape, but we'll have to see it in motion before anyone can offer any real critique.

Is he wearing the helmet? Can you make a version of the sprite without it?


Thanks, and yes he is wearing a helmet, and you are supposed to be able to shoot it off. Though I haven't really decided how the face should look

A predator'ish/covenent'ish face might fit, but it I would prefer to give him a cool unique design if I get a good idea.

Edit: To be honest I wasn't originally inspired by the predator, though now I can definetly see the similarity, but I was inspired mostly by this guy http://www.games-workshop.com/MEDIA_Cus ... 45x319.jpg
I just loved using him in warhammer, so that kinda inspired me ^^

Edit: I need someone who are knowledgeable with the witchcraft called walkpaths, anybody want to volunteer?


Sat Jul 21, 2012 2:25 pm
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Post Re: Trappers: Alpha Feedback Page
Here's my idea for the lore, Perhaps lets say this alien was part of a race of tribal like humanoids that were expert hunters, then a large company like the Techion came in and took their planet over and started stripping it of its valuables and Oppressed these aliens.

The aliens are proud warriors that try to fight back but they don't have the technology and many are killed. Some are smart tho, and learn how to use new black market technology that is attainable through under the table trade, they learn how to fight with this new tech, and now their are the few of these skilled hunters out for revenge. They take on mercenary work, and use guerilla tactics to hunt and kill their enemies.
Naturally, they work with the Ronin in a close partnership.


What do ya think?


Sat Jul 21, 2012 11:41 pm
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Post Re: Trappers: Alpha Feedback Page
Roy the Cuttlefish wrote:
Here's my idea for the lore, Perhaps lets say this alien was part of a race of tribal like humanoids that were expert hunters, then a large company like the Techion came in and took their planet over and started stripping it of its valuables and Oppressed these aliens.

The aliens are proud warriors that try to fight back but they don't have the technology and many are killed. Some are smart tho, and learn how to use new black market technology that is attainable through under the table trade, they learn how to fight with this new tech, and now their are the few of these skilled hunters out for revenge. They take on mercenary work, and use guerilla tactics to hunt and kill their enemies.
Naturally, they work with the Ronin in a close partnership.


What do ya think?


Sounds fine for me. I am nearly done with ini and spriting part of the actor, now I just need to make the harpoons and write the lua scripts.


Sun Jul 22, 2012 6:44 am
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Post Re: Trappers: Alpha Feedback Page
Looking forward to it, are you planning on making the harpoons powerful enough to knock actors backwards and impale them?
Maybe even cause a bleeding effect and D.o.T?


Sun Jul 22, 2012 9:56 am
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Post Re: Trappers: Alpha Feedback Page
Roy the Cuttlefish wrote:
Looking forward to it, are you planning on making the harpoons powerful enough to knock actors backwards and impale them?
Maybe even cause a bleeding effect and D.o.T?


All of that and a lot more. It will also have a rope which you can use to drag you target to wards you, disable them and you will also be able to pin the rope to the ground, to trap dropships and alike :D

There will be to ways to get rid of it, either you destroy it, though the harpoon is quite tough, so it might take 5-7 seconds with a digger or you try pulling the harpoon out by applying force.

Edit: Roy, your avatar gave me a idea for the face. It's face will look like a combo of a squid and a slig from oddworld :P


Sun Jul 22, 2012 10:13 am
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Post Re: Trappers: Alpha Feedback Page
Roy the Cuttlefish wrote:
Maybe even cause a bleeding effect and D.o.T?


That's what the wound system that is already part of the game is for; they already cause bleeding in most cases, and will cause health loss over time as well. There's another problem; most robots don't bleed, and not everything bleeds red. You'd either have to add wounds somehow (perhaps by emitting a particle into the actor) or simply drain health without adding any blood/etc. particles.


Sun Jul 22, 2012 11:48 am
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Post Re: Trappers: Alpha Feedback Page
Oh alright, that explains why the "harpoon gun" weapon would only drain health without showing any wounds, I still like the idea of a weapon that knocks enemies back for a while with the impact, it makes sense to me that a throwing spear would cause a bit of knock back on impact, considering the weight and force, and I've heard stories that for example the roman javelins that were used could cause a great deal of damage to enemy soldiers, sometimes even impaling the man to the ground behind himself.


"Edit: Roy, your avatar gave me a idea for the face. It's face will look like a combo of a squid and a slig from oddworld " -akblabla

Haha, alright then, maybe you could give it a cthulhu-ish name?

Like Luthekal, or Kalthelak for the alien race.


Sun Jul 22, 2012 5:14 pm
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Post Re: Trappers: Alpha Feedback Page
Dangit, I am in a bit of a dilemma in the development of the harpoons. The problem is if I make the thrown object a TDExplosive the impaled victim will be able to pick it up, unless I set GetHitByMOs to false, but then it can't be destroyed. The other option is to make it a MORotating upon throwing, but then I risk it settling, which would be really, really annoying.

Any modders who have any ideas?


Thu Jul 26, 2012 2:20 pm
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Post Re: Trappers: Alpha Feedback Page
You can combat settling really easily, using things like "MissionCritical = 1" and permanently setting its age to 1 in the ini.


Thu Jul 26, 2012 2:46 pm
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Post Re: Trappers: Alpha Feedback Page
Roast Veg wrote:
You can combat settling really easily, using things like "MissionCritical = 1" and permanently setting its age to 1 in the ini.


Thanks, but then it will be impossible to destroy it I believe, unless I do some wierd workarounds where the wounds sends a message to the harpoon when it takes damage, and then gib it manually or something, or does MissionCritical only prevent settling?


Thu Jul 26, 2012 2:52 pm
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Post Re: Trappers: Alpha Feedback Page
Have you ever destroyed the control chip in zombie cave? I'm pretty sure I have by shooting it, and it's the only vanilla instance of missioncritical.


Thu Jul 26, 2012 2:54 pm
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