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 [B33] MaximDude Corp. (10 Year Anniversary Update) 
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: MaximDude Corp. (Updated, new content)
Can't you place an actor along with the door to set it's team?


Sun Dec 20, 2009 1:59 am
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated, new content)
Status report on MDC v3.0:

- Did some more changes to module icon.
- Added Sniper to the pack - Had some offset issues with this guy.
- Increased killing power of MDC Revolver (Increased cost slightly due to this) - As suggested by The Decaying Soldat.
- Added a Landing Pad bunker module - For actual use and/or extra roof armor and/or just decoration.
- Scrapped Energy Shield and Laser Tunnel modules.
- Added Nuclear Warhead to the pack.
- Added Ceiling Turret to the pack.
- Removed Laser Cannon Turret - I didn't really like it in the first place, it doesn't quite fit the pack.
- Overhauled Machinegun Turret to look and work like Ceiling Turret.
- Added Mobile Machinegun Turret to the pack - Styled like the stationary turrets.
- Changed Laser Door's team definition method, now it will automatically have it's team set to whoever built it (And there is a little indicator telling you which team it is (Red/Green)) - Thanks to Joe for bringing up the idea with the doors.
- Scrapped Terminator because it doesn't quite fit with the pack.

Hyperkultra wrote:
Maxim, how good is your Lua?

My lua is total ♥♥♥♥, that pretty much sums it up.


Sun Dec 20, 2009 12:23 pm
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Post Re: MaximDude Corp. (Updated again, new content)
Updated again, see OP for details.


Mon Dec 21, 2009 10:07 pm
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Post Re: MaximDude Corp. (Updated again, new content)
nice update. :hat:


Mon Dec 21, 2009 10:58 pm
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Post Re: MaximDude Corp. (Updated again, new content)
Very good update :D but this pack lacks one thing.... a kamikaze dude.
those crabs cant move really good in the terrain and the jumper isnt really good at exploding. :grin:
so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. :-P


-Written by NOBUNAGA


Mon Dec 21, 2009 11:08 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: MaximDude Corp. (Updated again, new content)
NOBUNAGA wrote:
Very good update :D but this pack lacks one thing.... a kamikaze dude.
those crabs cant move really good in the terrain and the jumper isnt really good at exploding. :grin:
so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. :-P


-Written by NOBUNAGA

We already know that you wrote that post!!!
Anyways, the kamikaze wildlife are great, but the kamikaze dude would really wreck the balance.


Tue Dec 22, 2009 2:17 am
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Post Re: MaximDude Corp. (Updated again, new content)
Nuclear missile silos. They are needed.
EDIT:
I know it isn't a problem with the code itself, but the Lua engine being wonky, but once in a while under heavy load the object pointer of the silo points to random crafts. I suggest checking if the missile is actually a missile of the same team.


Tue Dec 22, 2009 9:35 am
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Joined: Fri Jun 19, 2009 4:01 am
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Post Re: MaximDude Corp. (Updated again, new content)
Yes, nice update, just one question: any plan to make a horizon laser door similar to Havy duty door?


Tue Dec 22, 2009 3:48 pm
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Post Re: MaximDude Corp. (Updated again, new content)
Foa wrote:
Anyways, the kamikaze wildlife are great, but the kamikaze dude would really wreck the balance.

I'm not going to make a kamikaze troop, but I am going to make a kamikaze mega crab. >:D

mail2345 wrote:
Nuclear missile silos. They are needed.

I was thinking maybe not to, because, well... It's a ♥♥♥♥ nuke and it can vaporize your base if you press the wrong button... But on second though, why not?
I have some interesting ideas for the bunker module...
Tell me, can doors be opened/closed using lua? Like, if a certain button if pressed?

mail2345 wrote:
I know it isn't a problem with the code itself, but the Lua engine being wonky, but once in a while under heavy load the object pointer of the silo points to random crafts. I suggest checking if the missile is actually a missile of the same team.

lolwut? I'm not really getting you here...
Are you saying it starts spawning other stuff? \:|

firewill wrote:
any plan to make a horizon laser door similar to Havy duty door?

Yes, there was in fact, I just forgot to... >________________>'


Wed Dec 23, 2009 4:00 pm
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Post Re: MaximDude Corp. (Updated again, new content)
Large faction that doesn't look too over-powered, me like-y :grin:

E: The turret crab definitely needs to be able to jump.


Fri Jan 01, 2010 10:15 pm
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Joined: Mon Jul 13, 2009 4:24 am
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Post Re: MaximDude Corp. (Updated again, new content)
Great pack.
One thing though, the game crashes
when some other actor is in the silo
when the warhead spawns.
I suggest having it check whether there is
an actor in the silo and not whether there is
a Warhead in it.
Laser doors own.
I now use this and WWM (for the actors)
only. :grin:


Sat Jan 02, 2010 12:33 am
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Joined: Mon Feb 11, 2008 11:11 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: MaximDude Corp. (Updated again, new content)
I will love you forever if you make a self-destruct device for bunkers.


Sat Jan 02, 2010 1:37 am
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated again, new content)
Dudemauler wrote:
the game crashes when some other actor is in the silo when the warhead spawns.
I suggest having it check whether there is an actor in the silo and not whether there is a Warhead in it.

Ok, i'll look into it.

Lambda wrote:
I will love you forever if you make a self-destruct device for bunkers.

Explain plox.

Oh, and here's the current progress:

- Changed Heavy Duty Motor sprites because they were ugly - Now they are pretty and shiny.
- Made turret bases less thick.
- Increased altitude at which Cluster Bomb detonates - 100px was way too low.
- Added horizontal setup for the Laser Door.
- Did some changes to ground Turret's base and weapon sprites.
- Reduced terrain rape of Turret Machineguns.


Sat Jan 02, 2010 3:10 am
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Joined: Fri May 08, 2009 1:39 am
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Location: Playing a children's card game
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Post Re: MaximDude Corp. (Updated again, new content)
Ill hail you if you make a series of kewl actors. also, more bunkermodules, like heavy tunnels would be awesome


Sat Jan 02, 2010 3:14 am
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Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
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Post Re: MaximDude Corp. (Updated again, new content)
Still love this mod.

I love how the mobile turret looks, although it has terrain issues like most crabs. Other new additions are great.

Sniper is no where to be seen though.


Sun Jan 03, 2010 3:13 am
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