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[Mod Contest Winner: CQC] Telekinetic Implant
http://forums.datarealms.com/viewtopic.php?f=61&t=23984
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Author:  Mehman [ Thu May 26, 2011 8:24 pm ]
Post subject:  [Mod Contest Winner: CQC] Telekinetic Implant

Hi everybody,

Here is my last invention: a little chip that once implanted into your brain will give you amazing powers:

The telekinetic shockwave:

Image
Very useful for clearing crowded corridors. Hold down the button to charge it and make it more powerful.

The telekinetic grip:
Image
Ask Mr Vader for the description of this one, he may even show it to you...
Short ranged, ignores terrain(can pass through walls).

The telekinetic shield:

ImageImage
While active it stops incoming bullets, upon deactivation it sends them back, sorry for this bad gif. Can be activated for 5 seconds, 10 seconds to fully reload, 1.5s minimum between 2 activations.

Powers can be combined, gibbing an enemy with a shockwave while crushing him with the grip can be a very interesting experience.

The default keys are num0,1 and 2, but you can customize them in the file named "keys.ini", just follow the instructions there.
This device is found in the bomb category, just drop it or launch it to implant it.

Enjoy!
Unwanted effects may include but are not restricted to: madness, loss of conciousness, loss of hair, explosive farts, UFO sightings, schizophrenia, loss of apetite, death and sudden resurrection, sudden immolation ...etc

Download:
Newest version:
Attachment:
File comment: Compatible with b25
TKC25.rar [4.71 KiB]
Downloaded 1967 times


Old Versions:
Attachment:
File comment: Minor update: increased the range of the shockwave a bit and increased its power buildup speed.
TKC-u.rar [4.68 KiB]
Downloaded 1646 times

Attachment:
File comment: New actor identification system: your TK abillities won't dissapear anymore, even when you teleport.
TKCfixed.rar [4.67 KiB]
Downloaded 695 times

Attachment:
TKC.rte.rar [4.57 KiB]
Downloaded 575 times


Unfortunately this mod appears not to be mac compatible, as I don't have a mac I don't have any idea how to make it compatible and have no way to test it, I would greatly appreciate if someone helped me with that, and I'm sure some mac users would too.

Author:  wooden [ Thu May 26, 2011 8:59 pm ]
Post subject:  Re: [Mod Contest Entry: CQC]Telekinetic Implant

i take it with the shield you took some inspiration from your avatar : )

Author:  Mehman [ Thu May 26, 2011 9:35 pm ]
Post subject:  Re: [Mod Contest Entry: CQC]Telekinetic Implant

wooden wrote:
i take it with the shield you took some inspiration from your avatar : )


Indeed, also I think it's pretty cool to be able to send the bullets back.

Nonsequitorian wrote:
Pretty cool

Thanks.

Author:  Thriller [ Thu May 26, 2011 11:50 pm ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant

Now time to test the real power of the shield. By dropping a nuke on it! :twisted:

BTW, Nice job.

Author:  Mr. Cake [ Fri May 27, 2011 5:21 am ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant

one problem I have found is that the TK implant will sometimes stop working with some actors. I was a badass force using stormtrooper, until I couldn't use telekinesis suddenly.

Author:  Xery [ Fri May 27, 2011 6:23 am ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant

Mr. Cake wrote:
one problem I have found is that the TK implant will sometimes stop working with some actors. I was a badass force using stormtrooper, until I couldn't use telekinesis suddenly.


The same.

Author:  Mehman [ Fri May 27, 2011 7:54 pm ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant -minor update

Sorry, fixed, please download the fixed version:
download/file.php?id=37203
(also available in the main post)

The problem was due to the identification of the actor using the chip, in the old version the chip detects a very close actor and then follows him, but when this actor undergoes severe trajectory changes(sudden acceleration, positive or negative, or teleportation), the chip looses track of him and he looses his powers.
In the new version the chip creates a random identification code on creation, then detects a very close actor, and replaces his PresetName by the id code, and then detects him by his name, it is much more reliable this way, even if there is 1 in 999999999 chance two chips will have the same id and cause interference.

Thriller wrote:
Now time to test the real power of the shield. By dropping a nuke on it! :twisted:

BTW, Nice job.

As the shield only protects from MOPixels, a direct hit would kill the actor, however if the nuke explodes near but not on the actor and if it doesn't use any kind of lua script to harm/kill nearby actors, and as the shield doesn't have a maximum of blocked pixels before it deactivates(just a time limit), it would just stop incoming explosion/shrapnel/air blast/heat wave...etc (exept for very high velocity projectiles) and then be able to redirect all of this in a single direction(the aiming angle of the actor) and send it back with incredible velocity. That would truely be fun I think.

Edit: Speaking of the power of the shield, here is a little demonstration:
Image
It can do that for 5 seconds before collapsing(and sending back that huge amount of bullets)

Edit-2: Minor update: increased the range of the shockwave a bit and increased its power buildup speed.
Download: download/file.php?id=37209

Author:  HealthReaper550 [ Fri Jun 17, 2011 6:10 pm ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant -minor update

Hello, when I downloaded the Telekinetic Implant I put it in the Cortex Command File. was I supose to save it there? What did I do wrong? :-(

Author:  Mehman [ Sat Jun 18, 2011 11:04 am ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant -minor update

Did you extract it?

Author:  DudewithballsofsteeL [ Sat Jun 18, 2011 12:48 pm ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant -minor update

Cool mod dude keep on this line!

Author:  Mehman [ Sat Jun 18, 2011 12:52 pm ]
Post subject:  Re: [Mod Contest Entry: CQC] Telekinetic Implant -minor update

Thanks.

Author:  HealthReaper550 [ Sun Jun 19, 2011 12:24 am ]
Post subject:  Re: [Mod Contest Winner: CQC] Telekinetic Implant

Extract it? I could'nt even open the file! Don't you have open the file to extract it or something?

Author:  Mehman [ Sun Jun 19, 2011 12:41 am ]
Post subject:  Re: [Mod Contest Winner: CQC] Telekinetic Implant

It can be extracted using winrar(there's a free version).

Author:  HealthReaper550 [ Wed Jul 06, 2011 2:09 am ]
Post subject:  Re: [Mod Contest Winner: CQC] Telekinetic Implant

Hello, Mehman. When I try to use the telekinetic shield it crashes my game. :-( Can you tell me how to fix it or something??? :???: Thanks.

Author:  Mehman [ Thu Jul 07, 2011 2:49 am ]
Post subject:  Re: [Mod Contest Winner: CQC] Telekinetic Implant

Does it happen every time you use it or only once?
What version of cc are you using?
What other mods where you using when the problem occured?
Does the problem occur only when you use the shield or when you use other powers as well?
When the game crashes do you have any lua errors? (² to open the lua console)
What os are you using?

Answering these questions will help me find the source of the problem and eradicate it.

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