Data Realms Fan Forums
http://forums.datarealms.com/

The Cordyc (7th strain)
http://forums.datarealms.com/viewtopic.php?f=61&t=19123
Page 8 of 10

Author:  carriontrooper [ Sat Nov 05, 2011 4:53 pm ]
Post subject:  Re: The Cordyc (7th strain)

Yeah, I tried pie slices, they don't work. Maybe someone here could do it? *wink wink, nudge nudge*

You could break down doors if you aim at the engine, although some doors have a protective layer near their engines that will make them impervious. In the meantime, try the bomb puppets kamikazeing, I'll make a script that'll let them destroy nearby doors when they kamikaze.

Author:  Gotcha! [ Sat Nov 05, 2011 5:18 pm ]
Post subject:  Re: The Cordyc (7th strain)

Well, I can help with the pie slices, but someone else would need to make the lua files, err, pie ready?

Author:  DarkDXZ [ Sat Nov 05, 2011 6:02 pm ]
Post subject:  Re: The Cordyc (7th strain)

Did you forget to add flour to pie again?
I mean...

No pie slices yet - SLIGHTLY bad...


And why didn't you add an activity?

Author:  carriontrooper [ Sun Nov 06, 2011 6:10 am ]
Post subject:  Re: The Cordyc (7th strain)

To be honest, I did try making the Lua files pie-able, and even made some custom pie slices, but they don't work. As in, they load fine, but they do nothing when selected.
As for the activities, I'm not that fluent in making activities, so yeah. None yet.

In the meantime, have this little (untested) patch that destroys doors when you kamikaze with the bomb puppet. Plop it in Cordyc.rte/SparkleMagic, let it overwrite the old one.

Attachments:
blauwup.lua [66.61 KiB]
Downloaded 386 times

Author:  Gotcha! [ Sun Nov 06, 2011 2:05 pm ]
Post subject:  Re: The Cordyc (7th strain)

Maybe you can put a request in the request section? Plenty of lua wizards around here who might be able to help. :wink:

Author:  monkeyfetus [ Mon Nov 07, 2011 5:07 am ]
Post subject:  Re: The Cordyc (7th strain)

Quote:
Mobile Progenitor Node: Dropship factory unit, that is, it's a dropship which spawns Puppets or Crawlers into its holds. Still needs some tweaking to make it drop when both of its balloons pop. Anyone wanna help me with its script?


I know next to nothing of modding, but can't you just give the balloons a negative weight which offsets the mass of the main part of the ship?

Author:  carriontrooper [ Mon Nov 07, 2011 1:22 pm ]
Post subject:  Re: The Cordyc (7th strain)

Well, for starters, it's floating because of Lua.
And secondly, it will ♥♥♥♥ up big time if just one of the baloons pop.

Author:  The Decaying Soldat [ Mon Nov 07, 2011 3:06 pm ]
Post subject:  Re: The Cordyc (7th strain)

carriontrooper wrote:
And secondly, it will ♥♥♥♥ up big time if just one of the baloons pop.

That sounds more like a feature than and **** up.

'Communications with the 4th division just went dead. We are being surrounded. How the hell do we kill these things!!!'




'Shoot them in the balloons, private.'

Author:  Doomednuclei [ Thu Nov 10, 2011 1:08 am ]
Post subject:  Re: The Cordyc (7th strain)

I saw this and totally had to download. Everything is nicely done. Good job!

Author:  Emogotsaone [ Sun Nov 20, 2011 5:05 pm ]
Post subject:  Re: The Cordyc are coming... (WIP/releaseable)

Grif wrote:
you've got twenty four hours


Beep, boop, beep, boop.

But seriously, this mod is awesome I love the desert theme.

Author:  kniroid [ Fri Apr 06, 2012 12:54 am ]
Post subject:  Re: The Cordyc (7th strain)

this mod is great! good work! but may i make a few suggestions... it would be great if you could add a drone of some sort. like something that could collect resources. mabye it would have a sorta thing where it has to pick up gold then bring it back to the hive? it would be really coll if it dug up the gold with claws. it would also be cool if there were bunker parts for this mod, so the player could make ginormous infected regions. hope to see this mod get better in the future! its already great though.

Author:  kniroid [ Fri Apr 06, 2012 2:36 am ]
Post subject:  Re: The Cordyc (7th strain)

crap. im having a problem. so ill start up the game, and everything will be fine. but then when i exit the game it says "cortex command has stopped working" and then it shuts down. afterwords whenever i open up cortex command it says-
"abortion in file .\system\ reader.cpp, line 534 because:

wrong type in reader when passed to serializable::create()/settings.ini
at line 184!

the last frame has been dumped to 'abortscreen.bmp'

someone please help! i love this mod, but if i have it, cortex command blows up! i have no other mods right now other than this one.

Author:  Galacticruler [ Fri Apr 06, 2012 2:51 am ]
Post subject:  Re: The Cordyc (7th strain)

post your abort screen here, we I might be able to help

Author:  kniroid [ Fri Apr 06, 2012 4:05 am ]
Post subject:  Re: The Cordyc (7th strain)

sorry to say, but i cant find the abortscreen files. and also, it only seems to happen if i quit the game before the cordyc brain is dead. weird.

Author:  Galacticruler [ Fri Apr 06, 2012 4:08 am ]
Post subject:  Re: The Cordyc (7th strain)

kniroid wrote:
sorry to say, but i cant find the abortscreen files. and also, it only seems to happen if i quit the game before the cordyc brain is dead. weird.

Strange.....the abort screen cap file is in the main directory for CC.

Page 8 of 10 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/