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 Exophyte discussion 
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Joined: Tue Feb 19, 2008 7:43 pm
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Post Exophyte discussion
So I've been playing with all sorts of different crap in modding, but I haven't really made anything complete or worth really posting or anything like that. I have however been playing with all sort of variable and possibilties, testing how each part interacts and how I can use em.

Long story short, I'm gonna start making a mod for an organic military faction. Think army ants or Scarcraft Zerg. I've been thinking about designs and how I can make em work, but I like to be able to bounce ideas off people and temper them in working solutions.

Some crap I'm still considering are things like weaponry how I'm gonna make some parts more organic within the limits of the game. Like I'm trying to figure out how to give an 'acrab' some sort of center point that if severed would kill the whole beast. Cause as far as I can tell if the hip of a crab is still alive then the whole thing is still alive. One idea I had was essentially sticking a bomb on the thing so when the head or whatever was destroyed, it would gib into the body and destroy that too.

For weaponry I was thinking along the lines of things like acids and fire. Little unoriginal, I'll admit, but it works. I wanna try and avoid horns and claws cause they never seam to work right.

I just gotta distracted by something else and lot my train of thought, but I'll be back later, see what you guys think.


Thu Mar 27, 2008 6:44 pm
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Joined: Mon Aug 27, 2007 7:56 pm
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Location: Scotland
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Post Re: Exophyte discussion
I rather like your idea, I picture he guns growing out of thieir chests with big green sacks of acid that if shot, explodes.

Much like the Tyranids.


Thu Mar 27, 2008 9:09 pm
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Post Re: Exophyte discussion
If your making an organic faction, you NEED zombies. Maybe something like the headcrab zombies from the Half-life series, or this.


Thu Mar 27, 2008 9:56 pm
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Post Re: Exophyte discussion
Lambda wrote:
If your making an organic faction, you NEED zombies. Maybe something like the headcrab zombies from the Half-life series, or this.

True say

I wonder if I could program a craft or something that took in green clone actor and spat out infected green clones. Or maybe a weapon that gibbed enemies into infected

Krumbs wrote:
I rather like your idea, I picture he guns growing out of thieir chests with big green sacks of acid that if shot, explodes.

Much like the Tyranids.


That sounds promising. Might be a bit tricky to aim though.


Thu Mar 27, 2008 11:29 pm
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Joined: Tue Jan 01, 2008 5:56 am
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Location: Behind a DarKlone, trying to pierce its fudging armor!
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Post Re: Exophyte discussion
Might be possible with LUA in a future release. Sounds interesting man.


Fri Mar 28, 2008 12:20 am
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Post Re: Exophyte discussion
ppiksmada wrote:
Might be possible with LUA in a future release. Sounds interesting man.


No it won't.

Lua is still very basic, it can only really trigger events in scenes.

Also, it's Lua not LUA.


Fri Mar 28, 2008 1:56 am
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Post Re: Exophyte discussion
No_0ne wrote:
ppiksmada wrote:
Might be possible with LUA in a future release. Sounds interesting man.


No it won't.

Lua is still very basic, it can only really trigger events in scenes.

Also, it's Lua not LUA.


Actually it MIGHT, he said at first it will will just be for scenes if I recall... yes I'm right:
Quote:
At first, it will only handle game logic for scenes


Fri Mar 28, 2008 4:16 am
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: Exophyte discussion
And then he said that "EVENTUALLY IT MAY EXTEND TO AI BEHAVIOUR."

Now GODDAMNIT I ALREADY MADE A POST REGARDING MORONS AND OVERHYPING LUA.

Stop thinking Lua will do anything under the sun. We don't know WHAT it will do until a build containing it comes out.


Fri Mar 28, 2008 4:18 am
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Post Re: Exophyte discussion
I was just correcting it. As you say we have no idea what it will do until the next build comes out, it's not even guaranteed to be in the next build;
Quote:
we are working on things that should improve Cortex Command in a couple of big ways over the next several builds:


edit:lets face it keys are a more serious matter :(


Fri Mar 28, 2008 4:25 am
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Re: Exophyte discussion
DrBlack wrote:
One idea I had was essentially sticking a bomb on the thing so when the head or whatever was destroyed, it would gib into the body and destroy that too.

You mean like those cheesy Sci-fi films where the scary monster explodes for some reason after it's been shot in the face?

Cool.

First- Enough about the scripting. No-one knows what it will be like, and there's no point saying- "That would be possible... In Lua." Because we can't use Lua right now and we have to worry about the present and not the future.

In real life the future is important, but not in modding!

Second- I can help with anything coding wise, unless it's really complicated. I'm a simplistic person.


Fri Mar 28, 2008 8:52 pm
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Post Re: Exophyte discussion
All ideas- Tyranids!

These have been the precursors to many different organic armies.

They do in fact have organic ranged weapons.

http://www.answers.com/topic/tyranid-ti ... ertainment

For base defense, you could have spikes that come out of the ground and impale actors, like a macabre version of a door.

Could use this style
http://screenshots.filesnetwork.com/59/ ... anids9.jpg

be sure to google images from google uk

Also wiki http://en.wikipedia.org/wiki/Tyranids

But the wiki is inferior to the Games Workshop site

http://uk.games-workshop.com/tyranids/


Wed Apr 02, 2008 2:30 am
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Post Re: Exophyte discussion
I like the idea, a lot of potential.
For the ACrabs with a head, I think the best way around it would be to make it leave a special wound when gibbed (if possible), which does heaps of damage. Either that, or have the actual head as an attachment on top of the brain (or something) which can't be gibbed, and has wounds which do a million damage.

Tyranids and zerg are definitely the best places to look.


Thu Apr 03, 2008 12:53 pm
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