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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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Re: Trappers: Harpoons and lasers, what can go wrong?
akblabla wrote: Legatus wrote: Blabla[/size] The hunter is quite inspired by Axon, if that counts Also, you can use the harpoons to hang guys with laser rifles onto your mosquitos to make quite a gunship, or you can just use them as wrecking balls Wrecking balls you say? Muhaahahah(evil laught) Crouch then jump and harpoons should be pinned to nearest object?
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Sat Jul 28, 2012 9:54 am |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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Re: Trappers: Harpoons and lasers, what can go wrong?
akblabla wrote: The hunter is quite inspired by Axon, if that counts Also, you can use the harpoons to hang guys with laser rifles onto your mosquitos to make quite a gunship, or you can just use them as wrecking balls HARHARHAR ME WANTS WALKING TANK B***H GIVE IT TO MAH HARHARHARLol, nevermind. In reality, I meant something else, but hey, who's modder? About harpoons - found them insanely(but a little bit twisted) useful as grappling gun and now having fun with Crobotech guys hanging on the enemy's dropship and pulling him down to the ground EDIT Hey, i got quite a nice idea 'bout Mosquito. It may be hard(or not, i don't know a sh** in LUA and modding), but awesome. Kind of dropship function - button in pie menu that will free the soldiers one by one under the Mosquito and they will slide down on a rope that will disappear approximately at 15-20 px from the ground. Like the rangers in C&C: Generals dropping from heli, if you know.
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Sat Jul 28, 2012 12:05 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Harpoons and lasers, what can go wrong?
Legatus wrote: ...
Hey, i got quite a nice idea 'bout Mosquito. It may be hard(or not, i don't know a sh** in LUA and modding), but awesome. Kind of dropship function - button in pie menu that will free the soldiers one by one under the Mosquito and they will slide down on a rope that will disappear approximately at 15-20 px from the ground. Like the rangers in C&C: Generals dropping from heli, if you know. It definitely is possible and quite easy to code, though it would mostly just be a useless gimmick in cortex command with its 60% lower gravity and low fall damage
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Sat Jul 28, 2012 12:37 pm |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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Re: Trappers: Harpoons and lasers, what can go wrong?
akblabla wrote: It definitely is possible and quite easy to code, though it would mostly just be a useless gimmick in cortex command with its 60% lower gravity and low fall damage Too bad I'm n00b in modding. One million ideas and zero f**king possibilities.
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Sat Jul 28, 2012 12:51 pm |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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Re: Trappers: Harpoons and lasers, what can go wrong?
I'm doing something wrong or what? When i try to grapple on heli my actor is launched into oblivion! It passes throu damages rotor and go for meeting with TS Midas hull... Edit: It worked once but now I really can't do it eh Edit2: And you should make laser rifle semi-auto because on high FPS I'm holding mouse button to charge it and it quickly shot 3 beams and get overheated . Ppl with "Beast machines" can get quite annoyed .
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Sat Jul 28, 2012 3:37 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Harpoons and lasers, what can go wrong?
Wilq wrote: I'm doing something wrong or what? When i try to grapple on heli my actor is launched into oblivion! It passes throu damages rotor and go for meeting with TS Midas hull... Edit: It worked once but now I really can't do it eh Edit2: And you should make laser rifle semi-auto because on high FPS I'm holding mouse button to charge it and it quickly shot 3 beams and get overheated . Ppl with "Beast machines" can get quite annoyed . As I said, there are still some few bugs and glitches And I am using a pc that can achieve 180 fps with 100% game speed, and it felt just fine for me, but I can make it semi-auto if you wish.
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Sat Jul 28, 2012 3:54 pm |
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Wilq
Joined: Sun Jul 25, 2010 2:52 pm Posts: 40
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Re: Trappers: Harpoons and lasers, what can go wrong?
Oh no problem if you like it is automatic you should leave it as you like it, you are autor aren't you? I made it semi for my use.
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Sat Jul 28, 2012 5:27 pm |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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Re: Trappers: Harpoons and lasers, what can go wrong?
I'm supposed to sleep right now(there is deeeeeep night in Russia), but i'd better give you some ideas. 1) Ripper - shooting blades with nice speed. Is it possible to code the blades to ricochet with very little loss of speed? 2) As i mentioned before, the Axon. Slow and heavy, with jetpack able only to hover, not flying. Also, little retex of Hunter(alien-style) will be awesome. 3) Oh gosh, you still lacking drop pod. Make a drop pod.
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Sat Jul 28, 2012 11:29 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Harpoons and lasers, what can go wrong?
Legatus wrote: I'm supposed to sleep right now(there is deeeeeep night in Russia), but i'd better give you some ideas. 1) Ripper - shooting blades with nice speed. Is it possible to code the blades to ricochet with very little loss of speed? 2) As i mentioned before, the Axon. Slow and heavy, with jetpack able only to hover, not flying. Also, little retex of Hunter(alien-style) will be awesome. 3) Oh gosh, you still lacking drop pod. Make a drop pod. I am still planning making a ripper like weapon, but I will not make the Axon like actor you are requesting. The faction have a heavy actor, and I don't think it needs more currently. Also, is a drop pod really neccesary? I don't think orbital reinforcement really fits them at all, though if you wish you can enable the moth by going to Trappers.rte\Actors\Actors.ini and remove the two "//" at line 7. It is quite ugly, but hey, it is a drop pod with a balloon
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Sun Jul 29, 2012 11:28 am |
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BasqueCortex
Joined: Thu Mar 08, 2012 2:23 pm Posts: 5
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Re: Trappers: Harpoons and lasers, what can go wrong?
Hi, first of all nice mod, I've enjoyed it for a long time and I'm still doing it. I'm already getting familiarized to the harpoon and I need more time to evaluate it and give my opinion about it.
I am posting just beacuse I have just realized that: if you take a manta and reach max speed, let's say in right direction, when you shoot, the vehicle goes so fast that overtakes its own bullets, getting self-wounded. Maybe you already knew it and didn't want to change it but I just wanted to inform the people.
Carry on working like this!
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Sun Jul 29, 2012 2:39 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Harpoons and lasers, what can go wrong?
Thanks BasqueCortex
I've just updated the mod yet again. This time a new set of modules have been added for the faction. I will add doors, lua modules and scrap peices to reinforce later.
I hope people will enjoy having the ability to make a base with another look.
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Mon Jul 30, 2012 2:52 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: Trappers: Apartments, warehouses and sewers!
Oh God, I love the new bunker modules!
You are right, we needed different styles for this, I always wanted something to create a city-like scene, but the vanilla modules were just too bunker-ish for it.
Again, great idea and sprites!
Also, seeing this bunker modules, why don't you combine this with your advanced bunker systems?
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Mon Jul 30, 2012 6:57 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Apartments, warehouses and sewers!
Asklar wrote: Oh God, I love the new bunker modules!
You are right, we needed different styles for this, I always wanted something to create a city-like scene, but the vanilla modules were just too bunker-ish for it.
Again, great idea and sprites!
Also, seeing this bunker modules, why don't you combine this with your advanced bunker systems? Well I have considered it, though I concluded that they where all to high techy to fit with the style of these modules. Though it might actually be fun if I made something alla the teleporter, but instead it could be doors. Ok now I am just toying around with ideas Anyway, I will make a medic module, sandbags/barricades and a mg nest of some sort. Also I am very glad that you like the sprites. It was hard work to get it to look right
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Mon Jul 30, 2012 7:03 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: Trappers: Apartments, warehouses and sewers!
And some sort of automated turret that uses the energy system that you were trying to create for the Advanced Bunker Systems.
Why didn't you finish that thing of the electricity system? I'd like to see that in some sort of makeshift style on trappers, you know, powering lifters or reinforced doors or who knows.
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Mon Jul 30, 2012 7:27 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Apartments, warehouses and sewers!
Asklar wrote: And some sort of automated turret that uses the energy system that you were trying to create for the Advanced Bunker Systems.
Why didn't you finish that thing of the electricity system? I'd like to see that in some sort of makeshift style on trappers, you know, powering lifters or reinforced doors or who knows. I ran into so many limitations of Cortex Command's lua integration interms of communicating between objects, so I kinda gave up on it, as it became frustrating. Maybe I can give it a shot again at some point, but I won't promise anything.
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Mon Jul 30, 2012 7:30 pm |
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