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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. |
Author: | NOBUNAGA [ Mon Dec 21, 2009 11:08 pm ] |
Post subject: | Re: MaximDude Corp. (Updated again, new content) |
Very good update 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. so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. -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 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. so i suggest making a actor with jetpack and big pack of C4 in him for those crazy pyromanic lunatics out there. -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 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. |
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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