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 Invisicrete™ [force fields] 
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REAL AMERICAN HERO
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Post Re: Invisicrete™ [force fields]
Image


Sun Sep 13, 2009 11:58 pm
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Post Re: Invisicrete™ [force fields]
Flammablezombie wrote:
Try making an entire set of bunkermodules made from regenerating invisicrete. With ones that had entire wall sections that disappeared when an ally got close aka doors.

So, here's my ideas and methods:

Invisicrete normal modules: Just do what you're doing, only make a bunch of different shaped ones.
Invisicrete doors: Make ones that instead of regenerating, degenerate when a player or friendly actor comes close, then regenerate outside the allies sensor range.
Invisicrete traps: Make a module with an area that 'regenerates' itself full of invisicrete when an enemy gets into the middle of it.


you could use a door to destroy the terrain, and make the door trigger regeneration when it closes.

also @ Grif's Gif. epic. you made something i'm actually liking.


Mon Sep 14, 2009 4:53 am
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Post Re: Invisicrete™ [force fields]
I looked at the code in field.lua, and this section caught my eye.
Code:
               if SceneMan:GetTerrMatter(ppos.X,ppos.Y) == 0 then
                  pix.Pos = ppos;
                  MovableMan:AddParticle(pix);
                  pix.ToSettle = true;
               end


That line, with "SceneMan:GetTerrMatter(ppos.X,ppos.Y)," is ingenious. That way, it only draws back the pieces that are missing and cuts down on lag. Never would of thought to use that :0

You could even add in a "break;" and a few timing adjustments so that it slowly grows back over time, instead of all at once.

I like where this is going. It adds some interesting possibilities. Keep up the good work :grin:


Mon Sep 14, 2009 5:09 am
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Post Re: Invisicrete™ [force fields]
I see Zerg-like building evolution in our future.


Mon Sep 14, 2009 3:06 pm
Profile YIM
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Post Re: Invisicrete™ [force fields]
Reminds me of a bird hitting a window


Mon Sep 14, 2009 3:29 pm
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Post Re: Invisicrete™ [force fields]
GRIF MADE A BAD MOD, LETS BAN HIM !!!


Mon Sep 14, 2009 3:35 pm
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Post Re: Invisicrete™ [force fields]
To quote a dirty polish fish pastry wizard
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<@p3lb0x> wat


Mon Sep 14, 2009 3:37 pm
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Post Re: Invisicrete™ [force fields]
Does that bunker deployment lag plenty? For example how much did those 2 spawned walls lag? It seems to be a tough process to spawn and settle each of those pixels like that.

EDIT: And how the heck did you make it have a concrete like texture?


Mon Sep 14, 2009 6:06 pm
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Post Re: Invisicrete™ [force fields]
I am guessing he just picks the concrete particle at random for each pixel


Mon Sep 14, 2009 6:18 pm
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REAL AMERICAN HERO
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Post Re: Invisicrete™ [force fields]
p3lb0x wrote:
I am guessing he just picks the concrete particle at random for each pixel


ding ding ding we have a winner

man I am debating whether to hit y'all with some previews of the new style

it's going to be ♥♥♥♥ radical


Mon Sep 14, 2009 11:29 pm
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Post Re: Invisicrete™ [force fields]
Foa wrote:
So we have the technology for regenerating bunkers.
Grif, you really are the man with the meat hammer. ( This is an old one )


A bunker barely holding up. Gentlemen, we can rebuild it. We have the technology. We have the capability to build the world's first bionic bunker. This will be that bunker. Better than it was before. Better, stronger, tougher.

This may cause a small revolution in CC. Awesome work. :grin:


Tue Sep 15, 2009 12:35 am
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Post Re: Invisicrete™ [force fields]
*clapclapclap* son i am not disappoint grat a++

Regenerating bunkers would be pretty cool. Now, if only that could be used in actors. I can imagine it now, soldiers replacing limbs with starfish-like regeneration :D Probably just a pipe dream since getting it to work on AHumans or ACrabs or indeed, anything except terrain would be tough... so moving on to the more corporeal stuff; making invisible walls is cool for shitsngiggles in multiplayer, but perhaps give it another material stronger than concrete? For instance, Darlos' Cryo Gun is pretty good at making ice walls which in my experience are a bit harder to break through than concrete is. Perhaps ninja in some code from the Cryo gun (with D9D's permission of course) and change 'ice' to 'magic invisible solid'?


Tue Sep 15, 2009 1:01 am
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Post Re: Invisicrete™ [force fields]
LeeDub wrote:
A bunker barely holding up. Gentlemen, we can rebuild it. We have the technology. We have the capability to build the world's first bionic bunker. This will be that bunker. Better than it was before. Better, stronger, tougher.
Oh man, I ♥♥♥♥ lol'd


Tue Sep 15, 2009 1:14 am
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Post Re: Invisicrete™ [force fields]
Longer, harder, bigger, better... uh... ok thats all I can think of... but its still more awesome than that

Great Job Grif... whats next an invisible actor with a cannon that spawns fish that attack brains?...


Tue Sep 22, 2009 1:56 am
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Data Realms Elite
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Post Re: Invisicrete™ [force fields]
LeeDub wrote:
Foa wrote:
So we have the technology for regenerating bunkers.
Grif, you really are the man with the meat hammer. ( This is an old one )


A bunker barely holding up. Gentlemen, we can rebuild it. We have the technology. We have the capability to build the world's first bionic bunker. This will be that bunker. Better than it was before. Better, stronger, tougher.

Thank you!

We need this to revive the trap mod pack ( pit trap ( pit covered in unstable material ) , false walls, false walls with turrets behind them ( lua activated ) ) .


Tue Sep 22, 2009 7:56 am
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