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Someone64
Joined: Mon Aug 27, 2012 11:13 am Posts: 151
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Re: Mehman's Experimental Weaponry[V32: Improved AI]
Mehman wrote: edit: also you should have posted this in my mobility thread, since it is more related to it than to this mod. I honestly think he should have posted it in the mod making section instead of the mobility one though.
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Sat Feb 16, 2013 6:23 pm |
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Izak12
Joined: Fri Dec 14, 2012 5:44 am Posts: 201
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Re: Mehman's Experimental Weaponry[V32: Improved AI]
Mehman wrote: The wierd way your actor's legs are moving isn't due to my script(my script doesn't affect the way legs are moving, just the velocity of the actor as a whole) but to bad walkpaths: it seems that you used robot walkpaths(except for standlimbpath), which is good if you want your actor to have very rigid looking movements, but it is hadly recommendable for a ninja. Also my script increases the speed of the actor, so you might want to speed up the walkpath as well so that it doesn't look like he is going quicker than he is walking/running.
Also since your actor is a bit taller than standard AHumans, you should increase a bit the value of the self.alta variable in the mobility script, a value of 26 seems to produce better results than the usual 20, but as I didn't test it extensively you might find a better value.
I hope this helps. edit: also you should have posted this in my mobility thread, since it is more related to it than to this mod. ahhh ok.... ill give it another look at, sooo what would you like me to sprite you? I csn pretty much make anything... EDIT: Yeah it worked!! well kinda, anyway its way better than before.
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Sat Feb 16, 2013 6:42 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V32: Improved AI]
I don't need any sprites right now, I am still working on the AI and the different ammunitions for the pistol. It is almost ready to be released. It is nice of you to offer help however. Edit: I've almost finished what I wanted done for this update so I think I'll release it tomorrow. Here is a short video of the new pistol:
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Sat Feb 16, 2013 8:13 pm |
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Saven
Joined: Fri Jul 06, 2012 12:44 pm Posts: 56 Location: Missing In Action
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Re: Mehman's Experimental Weaponry[V32: Improved AI]
These ammunition look very lua-fancy but don't you think that's a little overpowered for a pistol ?
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Sat Feb 16, 2013 9:36 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V32: Improved AI]
Saven wrote: These ammunition look very lua-fancy but don't you think that's a little overpowered for a pistol ? Indeed, I reduced its power in this release(mostly the plasma bullet's power at long range) Update 33:_New soldier sprites by GrimmCrypt _Greatly improved the soldier's AI(when lucky it is able to complete dummy assault in brainhunt mode), plus it should now work in campaign mode _Pistol added, with 3 different kinds of ammunition Thanks to Grimmcrypt for testing and suggesting new things for this mod, and also for providing great new sprite for the soldier. Download link:download/file.php?id=40200
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Sun Feb 17, 2013 7:24 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: Mehman's Experimental Weaponry[V33: Big Update]
What about a gun. That shoots balls. A lot of balls. Then they blow up all fancy like.
Or maybe another impressive artillery gun.
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Sun Feb 17, 2013 7:50 pm |
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sproginator
Joined: Thu Oct 11, 2012 12:25 am Posts: 36
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Re: Mehman's Experimental Weaponry[V33: Big Update]
I wouldn't mind seeing the flood cannon , it shoots a concentrated ball of compressed concrete which, when detonated, replicates itself and will gradually fill up a square the size of a bunker tunnel piece
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Sun Feb 17, 2013 10:00 pm |
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Saven
Joined: Fri Jul 06, 2012 12:44 pm Posts: 56 Location: Missing In Action
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Re: Mehman's Experimental Weaponry[V33: Big Update]
A light unmoving artillery canon with different shell types with AA and AP capacities could be something
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Sun Feb 17, 2013 10:13 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Mehman's Experimental Weaponry[V33: Big Update]
The Launcher still won't change to EMP, but at least I can toggle to Bunker Bust, and Napalm.
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Mon Feb 18, 2013 9:58 pm |
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lukxx
Joined: Tue Nov 22, 2011 6:53 pm Posts: 2
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Hi Mehman, I realy like your mod but tkc implant does not show up in shoping screen.. or i just cant find it p.s.: it suposed to be in grenades screen ?
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Mon Mar 11, 2013 2:19 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Try tools.
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Mon Mar 11, 2013 9:34 pm |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: Mehman's Experimental Weaponry[V33: Big Update]
I'm getting the same problem in which I am unable to find the telekinetic implant.
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Tue Mar 12, 2013 1:26 am |
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Friendofafriend
Joined: Thu Dec 22, 2011 9:10 am Posts: 15
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Hey, wheres the telekenetic implant? I can't find it
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Sun Mar 17, 2013 1:30 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: Mehman's Experimental Weaponry[V33: Big Update]
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Sun Mar 17, 2013 11:04 pm |
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DeathBloss0m
Joined: Mon Mar 11, 2013 4:07 pm Posts: 7
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Re: Mehman's Experimental Weaponry[V33: Big Update]
Not sure if it's me,but for the EAR,the flamethrower works fine,but I just can't change it to grenade mode....I tried the pie menu,all the key bindings,but it failed...only when the current actor died,when the rifle is picked upped,it will then be in grenade mode........
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Mon Mar 18, 2013 3:09 pm |
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