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 LFoW's Remastered Modules and Prefabs - Updated 02-21-10 
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Post Re: LFOW's Remastered Modules and Prefabs - Updated
Better yet, randomize their health so that the unit has no idea when it dies, also make sure to pin the units.


Sun Jun 14, 2009 5:17 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated
LowestFormOfWit wrote:
Asatruer wrote:
I use Azukki's nice set stair components for making various length stairwell.
It can be found in the Minor Mod Compendium here.

Good thing I hadn't started on it yet. Those are just what I would've done. Search wins again!

There is room for additions to the stair pieces like a section that does not pop up above ground, like the one on the far right of your mock up, as well as things like top slopes without stairs or even stairs without slopes.


Sun Jun 14, 2009 5:25 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated
On the trap thing, I have many new ways to set traps in the base, using mostly vanilla modules.
My favorite so far is having a gap tunnel to the bottom of the map, and having a horizontal sliding door go across it. My actors can walk across it, as it's an enemy triggered door. So, needless to say, when they walk over it, they fall to the endless abyss.

With B23 comes the teleporters, and I've had fun making the trap teleport them either high in the sky to fall to their death, or into my devious secret machine.

I'll show some pictures of trap techniques I've already used extensively sometime.

UPDATE: Here's a picture of my new devious secret machine: The Fishbowl.

Step 1) Catching your Fish:
Image
Step 2) Keeping your Fish:
Image
Step 3) Feeding your Fish AND cleaning their Fishbowl in one go!
Image


Sun Jun 14, 2009 7:47 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
can you make doors for the silo shaft?


Sun Jun 14, 2009 11:40 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
To be honest, I'm not a very good coder, unless I have some template to work off of.
I don't understand door coding very much, so I could technically make a sprite, but I wouldn't know what to do with it to make it a worthy door. I'll keep it on the list though, as most people around here are helpful enough to code things like that.


Sun Jun 14, 2009 12:17 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
I'd imagine silos would be perfect if nothing could fall in them. Seemingly just land and dirt between the silo, but the rocket could be the only one to travel through it, behind the landscape.


Sun Jun 14, 2009 12:31 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Quote:
*fishbowl*


ROFL!

You crazy mad bunker scientist, now you've inspired me to try crazy things like that! :D
That is so totally cool.

EDIT: Btw, if you have any of those bunkers prebuilt with those systems (where you used only base.rte content), can you pack all the ini files for them into a single zip file and share them?


Sun Jun 14, 2009 1:23 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Cleaning up the fishbowl lol. I just smiled as I looked at the pictures.


Sun Jun 14, 2009 3:11 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated
Look there - creative way to use the new Lua-bunkerparts :D


Sun Jun 14, 2009 3:33 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
LowestFormOfWit wrote:
I could technically make a sprite, but I wouldn't know what to do with it to make it a worthy door.

Doors aren't too hard. What do you want done with it?


Sun Jun 14, 2009 3:53 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Regarding the fish bowl.

It's known that converyors are laggy, but someone could optimize it by moving the lua code to a central module.


Sun Jun 14, 2009 6:29 pm
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
numgun wrote:
Quote:
*fishbowl*


ROFL!

You crazy mad bunker scientist, now you've inspired me to try crazy things like that! :D
That is so totally cool.

EDIT: Btw, if you have any of those bunkers prebuilt with those systems (where you used only base.rte content), can you pack all the ini files for them into a single zip file and share them?


I'd have no problem doing a prefab, but using only vanilla tiles highly limits the realism of a "fishbowl". I still have some old curved bunker tiles from one of the older builds of the Bunker Compilation. I'd honestly prefer to resprite or at least frankenstein some vanilla parts to make a prefab.

I also have -zero- experience coding the conveyors all into one module though, if I were to do as mail suggested below. My LUA is so bad, I'm up for a Razzie Award.

mail2345 wrote:
Regarding the fish bowl.

It's known that converyors are laggy, but someone could optimize it by moving the lua code to a central module.


Someone, yes. Not me though. If someone would I'd have no problem making a fishbowl bunker module.


Mon Jun 15, 2009 12:08 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Downloaded because of your avatar.


..Magic murder bag.


Mon Jun 15, 2009 4:45 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated 6/14/09
Requisite wrote:
Downloaded because of your avatar.


..Magic murder bag.


I'll be spriting him as an actor sometime soon. It can't be avoided.


Mon Jun 15, 2009 5:24 am
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Post Re: LFOW's Remastered Modules and Prefabs - Updated
LowestFormOfWit wrote:
*Fishbowl*

T-that... THAT'S SO AWESOME!
*Immediately downloads your little .rte and starts to make devious traps and the like*


Mon Jun 15, 2009 12:39 pm
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