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 A Chorus of Crickets - Update 9 - VE Bolt Launcher,bug fixes 
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Joined: Thu Oct 11, 2012 12:25 am
Posts: 36
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Hellevator wrote:
Yes, please, thanks for the Anti-Creeper Bomb

Putting down X is fun for a while, until you realize that YOU CANNOT ESCAPE



I love throwing the X bomb into the tower assault mission, then using the telekinesis stone to hold an enemy above it, directing it towards the brain, then just waiting


5 minutes later all space is filled with creeper vines >:)


Sun Apr 07, 2013 1:45 pm
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Joined: Fri Dec 30, 2011 2:03 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
I absolutely love you cricket. You're by far one of the nicest guys on this forum.


Sun Apr 07, 2013 5:27 pm
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Joined: Sun Jan 15, 2012 10:12 pm
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Location: Burrowed, waiting for you to come by.
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
^^^ True Story.
By the way, creep vine is easy to kill if your under it with a gun it seems. At least for me it is.


Sun Apr 07, 2013 6:18 pm
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Joined: Sat Mar 23, 2013 7:59 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Just thought I'd say that:


Image


Mon Apr 08, 2013 6:20 pm
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
I just had a crazy thought, could you make a creeper vine that would paralyze actors?
it would be a non lethal way to capture enemies.


Tue Apr 09, 2013 12:24 am
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
I wonder how the repairy walls are going, cc48. ;o


Thu Apr 18, 2013 6:16 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Still thinking of the most efficient way to do them. Most of my time spent modding is thinking of how to do things and bug testing, with the actual creation process taking very little time.


Thu Apr 18, 2013 8:06 pm
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
What have you currently thought of?

I guess, as far as I can make things simple is by have one material pieces. :/


Thu Apr 18, 2013 10:07 pm
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Foa wrote:
What have you currently thought of?

How does module placement work? You could have an entire set of bunker modules that regenerate, or a single scripted object that scans a square area around it and "memorizes" the terrain.

What about terrain creation? Could either be particle-by-particle, or by creating an object with a sprite and turning it into terrain.

Do we need to scan the terrain to check for damage or do we just create fresh terrain after a certain amount of time? If we scan, how frequent are the scans?

Should materials be overwritten when creating fresh terrain? Is it dependent on material strength to overwrite?


Thu Apr 18, 2013 10:50 pm
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
From what it seems the less particles the better, so overwriting may be on a mat strength basis.
For objects, you may need multiple sizes to prevent strange outlines from forming in targeted bunker modules. [It'd be interesting if they are capable of a limited range of camo, so you could see battle scars over time]

Scanning, I don't know.
How to specify the regeneration ranges, I don't know.


Fri Apr 19, 2013 5:59 am
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Joined: Fri Oct 05, 2012 5:06 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
How expensive is it to just save the map terrain every minute or so? IIRC it just saves them as a jpg. It seems to my totally un-code-savy mind that you could have a device that winds time back, like a bomb or something, to the previous minute. Just drop it from a dropship on a damaged bunker and get it snapped back a minute, although that would only give you a short step back it might be a cool mechanic in its own right.


Fri Apr 19, 2013 6:14 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Don't use jpg's, it's an affront to spriters. [And color artifacting is a general no no when materials and sprites use a palette.]


Fri Apr 19, 2013 6:31 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
I was not suggesting that jpgs be used, I was just trying to recall what format terrain got saved in by default. Now that I actually look it appears to save terrain in a .bmp. I wasn't even really pointing out any particular format, the point was that terrain is saved a single image, so recording the terrain at intervals shouldn't be too cpu expensive, meaning it should be possible to simply record the terrain at intervals and allow an item to "roll back" to a specific point.


Fri Apr 19, 2013 6:56 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
Well, I don't think that'd be helpful at all, unless you where making instantly settling objects with said appearance. [Further problems is the object not aligning correctly, and for the fact matter, how do you even pull the image?]

From that, someone would need to figure out how to roll back in another method.


Fri Apr 19, 2013 7:05 am
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Post Re: A Chorus of Crickets - Update 6 - Anti-Creep
I don't do a lot of coding, so I'm not sure if this has any potential, but perhaps you can somehow catch the object id of what is placed and where and perhaps use that data to check every X duration for missing material or air (not sure what you call empty areas In CC) and then fill that with a material. My knowledge of CC code is pretty lacking, so if that is just an impossibility or not feasible please forgive my ignorance, and I'll just stick to HTML and basic stuff like scripting magic 8 balls.

P.S. great stuff pack, normally I'm not a fan of these conglomerate packs, but yours is done well.


Fri Apr 19, 2013 7:22 am
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