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Solace Inc: Supernatural Wing (update 8/9)
http://forums.datarealms.com/viewtopic.php?f=61&t=13601
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Author:  CandleJack [ Sat Jan 31, 2009 12:29 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Because of the way medpacks work, I assume Cortex Command treats held devices as attachables(which can have health draining wounds). I'm wondering if you can have a health draining wound on the gun that takes health from the holder. It shouldn't be too hard to test, all you'd have to do is copy a wound from an actor that bleeds and put it on a device. The reason I am unsure of this is because thelastbanana definitely would have thought to do this when he made the medpacks(or maybe he didn't).

Author:  Solace [ Sat Jan 31, 2009 12:55 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Doesn't seem to work, but thanks for the suggestion. ^^

Author:  TheLastBanana [ Sat Jan 31, 2009 1:31 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Oddly, wounds on the weapon don't affect the user, whereas breakwounds left by the weapons do. It probably has to do with how wounds are accounted for in relation to other objects.
Nice try though ;)

Author:  Solace [ Sat Jan 31, 2009 1:40 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

I've done something roughly similar for UT2004, and I think that CC handles it the same way. The wound affects the parent, so a wound on the gun tries to injure the gun, which doesn't have a health bar (and luckily this does not cause errors). Actors seem to be special in that everything in their "tree" is treated as the same object; for instance, when making the reaper, setting the body to not hit stuff overrid the head's attempt to hit stuff, so I had to make the body an attachment.

Author:  CandleJack [ Sat Jan 31, 2009 1:58 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Have you thought about making a regenerating actor for this mod?

Author:  Exalion [ Sat Jan 31, 2009 2:17 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Solace wrote:
I've done something roughly similar for UT2004, and I think that CC handles it the same way. The wound affects the parent, so a wound on the gun tries to injure the gun, which doesn't have a health bar (and luckily this does not cause errors). Actors seem to be special in that everything in their "tree" is treated as the same object; for instance, when making the reaper, setting the body to not hit stuff overrode the head's attempt to hit stuff, so I had to make the body an attachment.


That's some really useful information there!

Author:  Solace [ Sat Jan 31, 2009 2:26 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

CandleJack wrote:
Have you thought about making a regenerating actor for this mod?

I had, but at best it'd regenerate only when gibbed... I suppose I could make it really easy to gib. Hm...

Exalion wrote:
That's some really useful information there!

Thanks, just some stuff I noticed. ^^

Author:  CandleJack [ Sat Jan 31, 2009 2:33 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

You could attach an emitter to it that after a while emits a copy of itself and give it a lifetime that makes the original disappear right after making the copy. That's how zalo's squad mate in a bottle works. You'd have to use grif's ABomb code for them to stay on your side and they'd have to be gibbed from something for the lifetime to work the first time.

Author:  Solace [ Sat Jan 31, 2009 2:58 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Ah, sadly no... biggest frustration I have with emitters is they emit /everything/ straight off and then wait for the time you set, not the other way around. And I think the squadmates in a bottle just had more of the grenades that make them, kinda like an overdrive version of my staff. :P

Author:  411570N3 [ Sat Jan 31, 2009 3:35 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

Actually, I think that the Squadmate in a bottle used a torso mounted emmiter. The thing is, the only object they spawn with is the occasional light digger. The Original Thread

Author:  The Decaying Soldat [ Sun Feb 01, 2009 9:03 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

I finally got the time to test this out and I take back most negative feedback I gave.

I love this mod now, with all those wacky weapons. Though the reaper still likes more minion than a reaper to me. I should have a rob or something instead of being naked. The rest of this mod is just ridiculously fun.

You should make a more 'super-natural' delivery mechanism for this mod, if you intend to add more super-natural beings. Summoning rings...Portal-opening devices...Or a demon head which splits out actors from its mouth(used as a dropship).

Author:  janekk [ Sun Feb 01, 2009 10:58 pm ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 1/27)

The Decaying Soldat wrote:
...Or a demon head which splits out actors from its mouth(used as a dropship).

And it would spread its jaws !! Done right it would look awesome.

Ps. We need giant shark that would swallow actors.... *Jaws theme*

Author:  Solace [ Mon Feb 02, 2009 8:01 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 2/1)

Update! Switched the AI mode, tried to make it more mac-friendly, and added the Mad Bomber and Bomb-Omb. Bomb-Omb is found under weapons, not grenades. Bomb-Omb causes lag.

Author:  The Decaying Soldat [ Mon Feb 02, 2009 9:36 am ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 2/1)

The mad bomber is really mad! He just keeps exploding and exploding! Really fun. I have no idea what's that thing on the mad bomber's head though.

And I had a pretty hilarious yet tragic experience with Bomb-Omb. I was like:

*Press Fire* Nothing happened. Is this thing working?

*Presses a few more times*

*KABOOM!*

Never saw that extreme short range and chain explosion coming.

Author:  Solace [ Mon Feb 02, 2009 5:04 pm ]
Post subject:  Re: Solace Inc: Supernatural Wing (update 2/1)

The Mab Bomber is wearing two hats. Two! He's mad I say!

- Oh and if you look around after the Bomb-Omb explodes, you might find it. 'cause, you know, it wouldn't be an effective survival mechanism if it killed the Bomb-Omb.

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