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 [B33] MaximDude Corp. (10 Year Anniversary Update) 
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: MaximDude Corp. (Updated again, new content)
^What he said and make sure the resizing mode is set to "pixel resize" or something similar so it wouldn't mess up the sprite with the resizing since most of the other modes for resizing are ment for photos and such images.


Thu Jan 14, 2010 2:42 pm
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Joined: Fri Jan 01, 2010 8:18 am
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Post Re: MaximDude Corp. (Updated again, new content)
Waaaa!
I must say this is such an awsome mod
I love it :D

you did very well
thank you very much
i'm going to enjoy it


Thu Jan 14, 2010 5:08 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
New update released.
Check OP for details.

Sorry guise, no new actors yet, but I promise there will be in the next update. :D


Sat Jan 16, 2010 12:36 am
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Joined: Fri May 08, 2009 1:39 am
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
I give my encouragment on making the actors. also, I like the look of the cannon :D


Sat Jan 16, 2010 12:44 am
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
I has teh ideazors. Make an acdropship equal to the value of 2 gunships and a dropship. Lua code it so anything else loaded into the dropship is loaded into the proper dropship, and make it a really weak ship that gibs into, you guessed it, 2 gunships and a dropship, instantly. They could, of course, gib in really far apart offsets. We don't want so much scrap metal. The dropship itself would probably be best if it was a null ship with 0 health.

And btw, yes I'm back. I'll try to be less of a troll from now on.


Sat Jan 16, 2010 1:11 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Yea! Update!
I suggest making the gun turret when controlled by a player, copy it's controller states.
Code:
        if self.turret:IsPlayerControlled() then
            local i = 0
            while  i < 43 do
                if self.turret:GetController():IsState(i) then
                    self:GetController():SetState(i,true)
                end
                i = i + 1
            end
        end

EDIT:
Also the turret team needs to be the ship team. Turret attacked my ship O_o


Sat Jan 16, 2010 2:12 am
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Joined: Fri Mar 13, 2009 2:31 am
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Location: Earth... I think
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Nice mod! its so awesome you altered the space time continuum and FRACTURED TIME!*
/sarcasm
I like the beam weapon I think you could make a few more beam-type weapons (pistol, machine gun, sword, etc) and I like being able to set up my missiles with the missile silos but can you make them have a laser door on top or something to keep out debris and enemies (I don't like when a nuke rips my base in half b/c one dummy threw a grenade down the chute :)

*"MaximDude Corp. Update 3 (16/01/10)"


Sat Jan 16, 2010 3:01 am
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Flammablezombie wrote:
I has teh ideazors. Make an acdropship equal to the value of 2 gunships and a dropship. Lua code it so anything else loaded into the dropship is loaded into the proper dropship, and make it a really weak ship that gibs into, you guessed it, 2 gunships and a dropship, instantly. They could, of course, gib in really far apart offsets. We don't want so much scrap metal. The dropship itself would probably be best if it was a null ship with 0 health.

Ummmm... No.
mail2345 wrote:
I suggest making the gun turret when controlled by a player, copy it's controller states.
[code]

What for?
mail2345 wrote:
Also the turret team needs to be the ship team. Turret attacked my ship O_o

Did this happen when you were the red team or the green team? I know that if it attacks itself while red team it's just because the AI is stupid, but I never checked when playing green.
ZevN47 wrote:
Nice mod! its so awesome you altered the space time continuum and FRACTURED TIME!*
/sarcasm

Yeah, I have the very amazing power of GMT+2 that allows me to post updates at 1am 16/01 while the rest of the world is stuck in the past.
ZevN47 wrote:
I like the beam weapon I think you could make a few more beam-type weapons (pistol, machine gun, sword, etc)

I don't think so. Maybe lasers but i'm not a big fan of them.
ZevN47 wrote:
and I like being able to set up my missiles with the missile silos but can you make them have a laser door on top or something to keep out debris and enemies (I don't like when a nuke rips my base in half b/c one dummy threw a grenade down the chute :)

I was planning to add doors on top but like I said, I got lazy. Just place regular doors over it.


Sat Jan 16, 2010 4:23 pm
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Joined: Sat Sep 12, 2009 4:08 am
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
You replaced the nice fat tacnuke sprite with a slim shiny unimposing one :(
Now time to check the content.


Sat Jan 16, 2010 5:54 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
MaximDude wrote:
mail2345 wrote:
I suggest making the gun turret when controlled by a player, copy it's controller states.
[code]

What for?
mail2345 wrote:
Also the turret team needs to be the ship team. Turret attacked my ship O_o

Did this happen when you were the red team or the green team? I know that if it attacks itself while red team it's just because the AI is stupid, but I never checked when playing green.

1. So the ship can be controlled while operating the turret.
2. Green team.


Sat Jan 16, 2010 6:45 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
mail2345 wrote:
1. So the ship can be controlled while operating the turret.

Meaning that if I fly left the turret turns left? That's a rather sucky method.
I'd prefer having something like 'Z' to rotate clockwise, 'C' for counter-clockwise and 'X' to shoot.
I think I can do that... I really hope I can...
mail2345 wrote:
2. Green team.

Ok, i'll fix that.


Sat Jan 16, 2010 9:03 pm
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Loose Canon
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Do it like the EDV gunship. Colaberate on it or something if your lua sucks. The MDC gunship is currently almost unusable because of how retareded the turret is. IT DOESN'T EVEN SEE ENEMIES WHEN THEY ARE RIGHT THERE. Also, I keep accidentally selecting the turret instead of ship, or vice versa.


Sat Jan 16, 2010 9:09 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
MaximDude wrote:
mail2345 wrote:
1. So the ship can be controlled while operating the turret.

Meaning that if I fly left the turret turns left? That's a rather sucky method.
I'd prefer having something like 'Z' to rotate clockwise, 'C' for counter-clockwise and 'X' to shoot.
I think I can do that... I really hope I can...

No, when you push the left movement key as the turret, the ship moves left.


Sat Jan 16, 2010 9:13 pm
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Joined: Wed Nov 22, 2006 3:19 pm
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Hyperkultra wrote:
Do it like the EDV gunship. Colaberate on it or something if your lua sucks. The MDC gunship is currently almost unusable because of how retareded the turret is. IT DOESN'T EVEN SEE ENEMIES WHEN THEY ARE RIGHT THERE. Also, I keep accidentally selecting the turret instead of ship, or vice versa.

I dare you to open the lua script in that mod and UNDERSTAND WHAT THE ♥♥♥♥ IS WRITTEN THERE AND HOW IT WORKS. Thank you.

@ mail
Still the same thing... Except instead of moving and turning, its turning and moving...
I need those to be done separately. Which I will do. Soon.

Edit:

Wait a second... I think I got you. It means that you use the mouse to control the turret and the keyboard to control the ♥♥♥♥.
Well newsflash, I only use keyboard, so i'm not going to do something in a way that I can't use it.


Sat Jan 16, 2010 9:16 pm
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
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Post Re: MaximDude Corp. (Updated 16/01/10, new content)
Have it use z+x+c and mouse for the turret then, everyone's happy.


Sat Jan 16, 2010 9:36 pm
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