Data Realms Fan Forums http://forums.datarealms.com/ |
|
WH40k Orkz Final http://forums.datarealms.com/viewtopic.php?f=61&t=13509 |
Page 5 of 12 |
Author: | TeeKoo [ Thu Jan 22, 2009 4:07 pm ] |
Post subject: | Re: 40k Orkz Final |
Ooh, I see now. Sorry, haven't really played the games and just said what in my eyes looked somewhat disturbing. PS: Great mod! The sprites look good and they certainly don't lack power! |
Author: | Ork-Gothic [ Sat Jan 24, 2009 1:48 pm ] |
Post subject: | Re: 40k Orkz Final |
I and Ivan21 now play Warhammer 40 Soulstorm on internet VS And my future MOD will Necrons =)))))) |
Author: | The Decaying Soldat [ Sat Jan 24, 2009 2:05 pm ] |
Post subject: | Re: 40k Orkz Final |
Ork-Gothic wrote: I and Ivan21 now play Warhammer 40 Soulstorm on internet VS And my future MOD will Necrons =)))))) My friends say Soulstorm is buggy so we only play Dark Crusade. Back on topic: So the orkz mod is complete? No further updates? |
Author: | Ork-Gothic [ Sat Jan 24, 2009 7:15 pm ] |
Post subject: | Re: 40k Orkz Final |
The Decaying Soldat wrote: My friends say Soulstorm is buggy so we only play Dark Crusade. Back on topic: So the orkz mod is complete? No further updates? ORKZZZ updates will |
Author: | Ork-Gothic [ Mon Feb 02, 2009 7:45 pm ] |
Post subject: | Re: 40k Orkz Final |
Renovation Topic for Downloads. |
Author: | Chesseoman [ Sat Feb 07, 2009 5:36 am ] |
Post subject: | Re: 40k Orkz Final |
Hey there love you orkz, on question how do you gt them to jump? Example= Heavy Ork |
Author: | Miles_T3hR4t [ Sat Feb 07, 2009 6:18 am ] |
Post subject: | Re: 40k Orkz Final |
Ork-Gothic wrote: I and Ivan21 now play Warhammer 40 Soulstorm on internet VS And my future MOD will Necrons =)))))) Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help. (note, the process of phasing in does not work on tall maps, except with tanks and very strong units) |
Author: | Ork-Gothic [ Sat Feb 07, 2009 3:33 pm ] |
Post subject: | Re: 40k Orkz Final |
Chesseoman wrote: Hey there love you orkz, on question how do you gt them to jump? Example= Heavy Ork look this sketch jump AddEffect = AEmitter InstanceName = Jump Backpack Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Race ORKZ.rte/Resources/pack.bmp FrameCount = 1 SpriteOffset = Vector X = -14 Y = -22 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jetpack Blast 1 Spread = 0.1 MaxVelocity = 40 //24 MinVelocity = 35 //12 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jetpack Blast 2 Spread = 0.15 MaxVelocity = 28 MinVelocity = 24 EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/Jet.wav LoopSetting = -1 // Means loop infinitely until stopped BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Effects/Pyro/JetEnd.wav EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 6000 BurstSize = 15 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 1750 EmissionDamage = 0 Flash = Attachable CopyOf = Muzzle Flash Pistol FlashOnlyOnBurst = 0 in Actor Jetpack = AEmitter CopyOf = Jump Backpack ParentOffset = Vector X = -4 // -4 Y = -1 //3 DrawAfterParent = 0 JumpTime = 4 // Secs |
Author: | Ork-Gothic [ Sat Feb 07, 2009 3:39 pm ] |
Post subject: | Re: 40k Orkz Final |
Miles_T3hR4t wrote: Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help. Attachment: ScreenDump043.PNG (note, the process of phasing in does not work on tall maps, except with tanks and very strong units) Woow!!! this very cool yep! this need me, I can this use. you can geve this me? |
Author: | Hamburgler [ Sat Feb 07, 2009 4:37 pm ] |
Post subject: | Re: 40k Orkz Final |
Miles_T3hR4t wrote: Ork-Gothic wrote: I and Ivan21 now play Warhammer 40 Soulstorm on internet VS And my future MOD will Necrons =)))))) Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help. Attachment: ScreenDump043.PNG (note, the process of phasing in does not work on tall maps, except with tanks and very strong units) Why not just drop an invisible drop-pod like most 'teleportation' craft? |
Author: | Ork-Gothic [ Sat Feb 07, 2009 5:18 pm ] |
Post subject: | Re: 40k Orkz Final |
Hamburgler wrote: Why not just drop an invisible drop-pod like most 'teleportation' craft? hm..... ye this cool idea |
Author: | Miles_T3hR4t [ Sat Feb 07, 2009 5:34 pm ] |
Post subject: | Re: 40k Orkz Final |
Ork-Gothic wrote: Miles_T3hR4t wrote: Well I've already started work on this, I've created the ability to phase in necrons. Heres a screen-cap of phasing in a non-necron robot. Since I've already kinda started, I'd like to help. Attachment: ScreenDump043.PNG (note, the process of phasing in does not work on tall maps, except with tanks and very strong units) Woow!!! this very cool yep! this need me, I can this use. you can geve this me? actually, me and a few others are already working on necrons viewtopic.php?f=1&t=13684 But yeah, I'll tell you how to make one. IE re-use the code yes, direct copy, no. See below for instructions. Hamburgler wrote: Why not just drop an invisible drop-pod like most 'teleportation' craft? Actually thats kind of what I did. I took the vanilla crate, copied it, Replaced ALL the sprites with a single pixel. I messed with all the Vectors, and mass and starting velocity. and gave it GibImpulse = 1 so a single pixel falls from the sky, its a color that blends well, so all you see is falling health, and as soon as it touches ANYTHING, Poof, Green glows everywhere and there's your actor. At first It would damage units if it was to tall of a map, or if the actors where to heavy. I fixed this by adding AirResistance = 0.05 It never damages ANY of the contents, EVER, no matter how heavy. If you use something to big IE Gargaunt, it will stick in the ground. And if you have to tall of a map, it automatically scuttles after X amount of time, and I can't seem to change that. ALSO to get the vectors right you have to do one thing OrientToVel = 1 and I do believe the 'top' while falling, is the 'left' of the offsets, because Right is the front of the sprite and THATS what orients it. then you make sure it falls down, and not at an angle. Then you just mess with the glows. |
Author: | Hamburgler [ Sat Feb 07, 2009 6:21 pm ] |
Post subject: | Re: 40k Orkz Final |
Oh, alright. I thought you did some wierd work-around- I was imagining an invisible dropship the height of Grasslands (or any other 'short' map) with the 'doors' at ground level. |
Author: | Miles_T3hR4t [ Sat Feb 07, 2009 6:38 pm ] |
Post subject: | Re: 40k Orkz Final |
Hamburgler wrote: Oh, alright. I thought you did some wierd work-around- I was imagining an invisible dropship the height of Grasslands (or any other 'short' map) with the 'doors' at ground level. HA! You think I'm that good? I can barely handle regular AHumans, and semi-complex guns, and have said as much hundreds of times. I take the simplest way to get the result I want. |
Page 5 of 12 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |