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[BUILD 22] Released!!! - Activities for skirmish HERE!
http://forums.datarealms.com/viewtopic.php?f=4&t=12561
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Author:  numgun [ Fri Nov 07, 2008 8:09 pm ]
Post subject:  [BUILD 22] Released!!! - Activities for skirmish HERE!

Ok you can ask me stuff on B22 and I'll also post a temporary activities.ini that Data missed before he released. I need to make it first though. Brb.

So I apologize on behalf of Data, but he forgot to include activities for skirmish matches. I made one and its easy to install. This thing is semi-official until something cool happens(?).

So here, just extract and overwrite the files in you CC directory:

Attachment:
Activities Patch v1.0.zip



Now as for the new features: (Modding wise)
(This list is not complete, feel free to post your discoveries)

Common:
-New variable: Description (Now you are able to write a small description for your item. either its a craft, actor/gun.)
Code:
   Description = This is the best gun ever. Or was it the best craft ever? What mod did I do again? What the hell?

-New variable: OrientToVel 0.0 to 1.0 (This makes any MO face the direction its flying. Aka bullets now face where its going)
Code:
   OrientToVel = 0.6

-New variable: AirResistance 0.0 to 1.0 (Applies to any object and will give airresistance to it. 1.0 means it wont move at all.)
Code:
   AirResistance = 0.0

-New variable: GlobalAccScalar -1.0 to 1.0 (This changes how the object acts with gravity. Negative values make it fall upwards and 0 makes it free from gravity and it can float freely. Smoke effects use this feature.)
Code:
GlobalAccScalar = 0.2


Actors:
-New variable: Perceptiveness 0.0 to 1.0 (Determines how slowpoke.jpg the actor is)
Code:
    Perceptiveness = 0.9

-Some cool AI stuff(?)
-Can be transported in crafts and redeployed


Grenades:
-New variable: Activates When Released 1 or 0, boolean, this determines whether the timer will activate when you start charging your throw. If its set to 1, it will only activate when it leaves your hand.
Code:
   ActivatesWhenReleased = 0

-New variable: Min/Max throw velocities for TDExplosives. 0.0 to BIGNUMBER
Code:
   MinThrowVel = 5
   MaxThrowVel = 15

-AI Use grenades like pro.
-Grenades can be picked up again. Even if they have already been triggered. So you can grab that grenade that someone threw at you, and throw it back if youre fast enough.



P.S I hid an easter egg in this build. It tastes good and it floats. See if you can find it. (In the ini files) Extra points to those who guess where it's from.


Also extra: A launcher app for CC. By Scancode.

Attachment:
Launcher for Cortex Command.zip

Author:  grenade [ Fri Nov 07, 2008 8:19 pm ]
Post subject:  Re: Build 22 Released

OMFG downloading !!!

Author:  Shook [ Fri Nov 07, 2008 9:19 pm ]
Post subject:  Re: Build 22 Released

HELLS YES. New modding functions?

Author:  octyl [ Fri Nov 07, 2008 9:19 pm ]
Post subject:  Re: Build 22 Released

Ohhh yes. Thanks, i haven't been checking the 'log lately. I'm gonna go play that...

Author:  grenade [ Fri Nov 07, 2008 9:41 pm ]
Post subject:  Re: Build 22 Released

Shook wrote:
HELLS YES. New modding functions?


We have "Description" for any stuff now . We can make an icon for every mod pack .

Author:  kamakazibob [ Fri Nov 07, 2008 9:42 pm ]
Post subject:  Re: Build 22 Released

Horray!

Can MOS rotating partices now be fired in any direction without complications of their sprite just aiming right?

Author:  Shook [ Fri Nov 07, 2008 10:04 pm ]
Post subject:  Re: Build 22 Released

I saw some variable called "OrientToVel" somewhere... It seems very, very promising. Not only does it orient to your firing direction, it also orients dynamically!... I think. It seems logical though.

Author:  CandleJack [ Fri Nov 07, 2008 10:33 pm ]
Post subject:  Re: Build 22 Released

I love the new AI self-preservation system.

Author:  Jackzon47 [ Fri Nov 07, 2008 10:37 pm ]
Post subject:  Re: Build 22 Released

Oh god yes!

Author:  Duh102 [ Fri Nov 07, 2008 10:56 pm ]
Post subject:  Re: Build 22 Released

I have to tell you guys the truth... I'm a Headguy.
Nothing else would explain me still living after my head exploded due to the awesomeness of the new build.

Author:  LowestFormOfWit [ Fri Nov 07, 2008 11:34 pm ]
Post subject:  Re: [BUILD 22] Released!!! - Activities for skirmish HERE!

Awesome features. The new music is awesome (I've been subbing in some Unreal Tournament 99 music in as filler). Looks like there's now new music for the campaign selection, AND if you win or fail!

Love the zombie level too. Going to have to borrow those Zombie tubes to infest a bunch of new scenes.

Completely awesome.

Author:  kamakazibob [ Fri Nov 07, 2008 11:40 pm ]
Post subject:  Re: [BUILD 22] Released!!! - Activities for skirmish HERE!

Thanks for the updated info numgum. I foresee some veeeery interesting possibilities. Any word on LUA code working with guns now?

Author:  Ultric [ Fri Nov 07, 2008 11:40 pm ]
Post subject:  Re: [BUILD 22] Released!!! - Activities for skirmish HERE!

I found the Easter egg. Gotta test it.

Author:  No_0ne [ Fri Nov 07, 2008 11:43 pm ]
Post subject:  Re: [BUILD 22] Released!!! - Activities for skirmish HERE!

Sweet Jesus.

Author:  Dal [ Fri Nov 07, 2008 11:44 pm ]
Post subject:  Re: [BUILD 22] Released!!! - Activities for skirmish HERE!

Fudging awesome!

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