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[B33] MaximDude Corp. (10 Year Anniversary Update)
http://forums.datarealms.com/viewtopic.php?f=61&t=17243
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Author:  CrazyMLC [ Sun Dec 20, 2009 1:59 am ]
Post subject:  Re: MaximDude Corp. (Updated, new content)

Can't you place an actor along with the door to set it's team?

Author:  MaximDude [ Sun Dec 20, 2009 12:23 pm ]
Post subject:  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.

Author:  MaximDude [ Mon Dec 21, 2009 10:07 pm ]
Post subject:  Re: MaximDude Corp. (Updated again, new content)

Updated again, see OP for details.

Author:  Labrat>BEN [ Mon Dec 21, 2009 10:58 pm ]
Post subject:  Re: MaximDude Corp. (Updated again, new content)

nice update. :hat:

Author:  NOBUNAGA [ Mon Dec 21, 2009 11:08 pm ]
Post subject:  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

Author:  Foa [ Tue Dec 22, 2009 2:17 am ]
Post subject:  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.

Author:  mail2345 [ Tue Dec 22, 2009 9:35 am ]
Post subject:  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.

Author:  firewill [ Tue Dec 22, 2009 3:48 pm ]
Post subject:  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?

Author:  MaximDude [ Wed Dec 23, 2009 4:00 pm ]
Post subject:  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... >________________>'

Author:  tezzet [ Fri Jan 01, 2010 10:15 pm ]
Post subject:  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.

Author:  Dudemauler [ Sat Jan 02, 2010 12:33 am ]
Post subject:  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:

Author:  Hobbesy [ Sat Jan 02, 2010 1:37 am ]
Post subject:  Re: MaximDude Corp. (Updated again, new content)

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

Author:  MaximDude [ Sat Jan 02, 2010 3:10 am ]
Post subject:  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.

Author:  wiffles [ Sat Jan 02, 2010 3:14 am ]
Post subject:  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

Author:  The Decaying Soldat [ Sun Jan 03, 2010 3:13 am ]
Post subject:  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.

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