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 The Cordyc (7th strain) 
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Joined: Tue Jun 15, 2010 12:12 am
Posts: 18
Location: in your bathroom
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Post Re: The Cordyc are coming... (WIP/releaseable)
The Decaying Soldat is RIGHT, this guys are tiberium proof!! :0
I was playing Zombie Cave (it's my test map XD), you can make this guys multiplicate really fast!
and then, the dropships came down... soooo, i called a tiberium meteor :grin: (to the crater in the middle of the scene), but then i had the get inside, again, 'cause the zombies killed all my guys getting over them :P (BTW the exploding puppet lags alot, but it kills everything :) ), i didn't know what to do, so I tried pasing the tiberium (fearing for my guy 'cause the tiberium killed all the Ronins)...and he blinked and nothing happend!(i noticed that he losses health but recovers it, like with the friendly fire).

Your mod is really amazing!

I got an idea for a movable brain... maybe it could be a puppet with a big bag on its back that spawns other units, but I think it should be weak(just for balance)

Sorry for bad english (saying this is like my signature XD)


Mon Jun 28, 2010 10:16 pm
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Joined: Wed Dec 13, 2006 12:10 am
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Location: Termina
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Post Re: The Cordyc are coming... (WIP/releaseable)
[quote="Teh N00b"]
I got an idea for a movable brain... maybe it could be a puppet with a big bag on its back that spawns other units, but I think it should be weak(just for balance) [quote]
Mushroom puppet! instead of spawning other units it could have a cloud of spores being released from the shroom, it could be like the manhack hive or the Death Wasps!


Mon Jun 28, 2010 10:45 pm
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Joined: Mon Jun 28, 2010 3:54 am
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Post Re: The Cordyc are coming... (WIP/releaseable)
gtaiiilc wrote:
Teh N00b wrote:
I got an idea for a movable brain... maybe it could be a puppet with a big bag on its back that spawns other units, but I think it should be weak(just for balance)
Quote:
Mushroom puppet! instead of spawning other units it could have a cloud of spores being released from the shroom, it could be like the manhack hive or the Death Wasps!

Great idea dude!He could lurk and make an autogenerate thingy for resprited manhacks with a few mods of course.


Mon Jun 28, 2010 11:09 pm
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Joined: Wed Feb 17, 2010 12:07 am
Posts: 1545
Location: That small peaceful place called Hell.
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Post Re: The Cordyc are coming... (WIP/releaseable)
Petethegoat wrote:
Not a menu so much, more of a display.

You press AI golddig, and options pop up around the puppet, four at most.
Then you just press the corresponding direction to pick one.
Image

Edit:
Code:
function Update(self)
if self:IsPlayerControlled() == true and self.AIMode == AIMODE_GOLDDIG then
      local self.display = CreateMOSParticle(PuppetUpgradeDisplay,Cordyc.rte);
      self.display.Pos = self.Pos;
      MovableMan:AddParticle(self.display);
      if self:GetController():IsState(Controller.MOVE_LEFT) == true then
         --do your wacky upgrading here--
      end
      else if self:GetController():IsState(Controller.MOVE_RIGHT) == true then
         --do different wacky upgrading here--
      end
--[[   YOU ONLY NEED THESE IF YOU WANT MORE THAN TWO UPGRADE CHOICES
      else if self:GetController():IsState(Controller.BODY_CROUCH) == true then
         --upgrade--
      end
      else if self:GetController():IsState(Controller.BODY_JUMP) == true then
         --more upgrading--
      end
]]--   YOU ONLY NEEDED THOSE IF YOU WANTED MORE THAN TWO UPGRADE CHOICES
   end
end

Obviously this is only necessary if you want more than one upgrade choice, and is a little rough around the edges.
You probably optimise those else ifs, but the speed increase wouldn't be enormous. http://lua-users.org/wiki/SwitchStatement

PuppetUpgradeDisplay wants to be a MOSParticle with a lifetime of 1 and the sprite of a display thing.
You could use a dofile for the upgrading, which would make it simpler to read.


Im loving this idea.. DO EET!


Tue Jun 29, 2010 3:16 am
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Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: The Cordyc are coming... (WIP/releaseable)
Well, a megahumongous actor is kinda out of the question (not only it doesn't kinda fit the theme, they're one pain in the ass to make).
The brain for this faction would be a big-ish stationary unit factory kind of thing, which could make mobile jellyfish-like backup brains (which can grow into the stationary brain).
I've already sprited & coded a baloon puppet, now to test it, fix bugs, and release the next strain...

Also, anyone know how to tell a script to detect if the player's using keyboard or gamepad? I'm working on this too.


Tue Jun 29, 2010 6:05 am
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Post Re: The Cordyc are coming... (3rd strain)
Bumpdate, can anyone help with determining if a player's using keyboard or gamepad?


Tue Jun 29, 2010 9:52 am
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Post Re: The Cordyc are coming... (3rd strain)
Boy, do you work fast!

The balloon puppet would need a weaker upthrust, right now it shoots towards the sky with a tap on the jet button. I also think it should have more distinct visual features to further differentiate it.

But I must say the balloon puppets are very very powerful, even when left with AI control.


Tue Jun 29, 2010 2:21 pm
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post Re: The Cordyc are coming... (3rd strain)
To answer your question, no. But you can still use getimput jump or whatever, bypassing the dilemma


Tue Jun 29, 2010 5:07 pm
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Joined: Sun May 23, 2010 7:11 pm
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Post Re: The Cordyc are coming... (3rd strain)
This is AWESOME

you should make more weapons for killing and infecting your enemy's
and a explosive balloon puppet and a flying crab

Could you make puppets and crabs for the AI I want to fight against them but they won't be able to change into different strains


Tue Jun 29, 2010 8:07 pm
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Joined: Tue Feb 02, 2010 11:36 pm
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Post Re: The Cordyc are coming... (3rd strain)
I'm still having a problem with the fire from the bomb puppets explosion always going to the right. Is anyone else seeing this?


Tue Jun 29, 2010 8:53 pm
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Post Re: The Cordyc are coming... (3rd strain)
I'm having it to but I it don's see it as a problem looks like there is a draft coming from the left

Bug I've notices the balloon puppet won't fire if you aim up or almost parallel to your shoulders


Tue Jun 29, 2010 9:01 pm
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Post Re: The Cordyc are coming... (3rd strain)
carriontrooper wrote:
Bumpdate, can anyone help with determining if a player's using keyboard or gamepad?

Why do you need that?


Wed Jun 30, 2010 1:00 am
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: The Cordyc are coming... (3rd strain)
I think the explosion problem has something to do with the angularvel. I'll fix this in the next strain.

Also, screw that gamepad/keyboard division, I'll make them be able to upgrade with keyboard or through golddig mode.

about the baloon puppet not able to fire... hmmm. lemme check this out.

I have some ideas about a spore seeder for the baloon puppet, which kinda acts like airborne mines. I'll also be spriting the mobile brain soon, and fixing the jump on the baloon puppet.


Wed Jun 30, 2010 6:36 am
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Post Re: The Cordyc are coming... (3rd strain)
It's nice to see how quickly the Cordyc "evolve." It's nice to see a good modder who produces quality work quickly. I like the way you do small, quality updates a bit at a time, rather than waiting forever to do a huge update.

Reminds me of Coops and CC48, both great modders who give us great new toys fairly often.


Wed Jun 30, 2010 6:41 am
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Joined: Sat Mar 13, 2010 5:52 am
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Post Re: The Cordyc are coming... (3rd strain)
CaveCricket48 wrote:
carriontrooper wrote:
Bumpdate, can anyone help with determining if a player's using keyboard or gamepad?

Why do you need that?


Seems like he wants to figure out a way to map Lua transformations (keyboard input) to a specific gamepad function. I WANT TO KNOW THIS TOO


Wed Jun 30, 2010 8:03 am
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