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More charged weapons. http://forums.datarealms.com/viewtopic.php?f=75&t=25025 |
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Author: | Mackerel [ Mon Aug 08, 2011 1:32 am ] |
Post subject: | More charged weapons. |
So I heard B25 lets the annihilator charge up. This is our chance men. I figured crap like this you guys would be making super missiles and Ion Cannon death guns. Can I get some charged weapons out there guys? I'm sure I'm not the only one who would love it. - Ideas: Code: // A charged 1 round grenade launcher Low: Normal launcher and explosion. Average: Cluster explosion. High: Incendiary explosion. A bit smaller than the molotov cocktail. Code: // 3 round Sniper Low: Weak shot for already downed enemies. Average: Normal shot for enemies heading your way. High: HE Round. Code: // Weather emitter (Grenade launcher style) When shot, the launcher will shoot the emitter and explode. When it does, events will occur. Low: Small lightning bolts. Average: Sandstorm that blows enemy around or tears them up. High: Tornado/Tsunami/Earthquake? Code: //Rocket Launcher Low: Expected round of a bazooka. Average: Three drunken missiles launched. High: UNLEASH THE BEAST WITH TEN MISSLES. Expected 10 seconds charge time with a reload of about 2000. UberRocket. Code: //Unlimited Laser Charge. Maybe one of you homeboys can work some lua magic to see if you can get this to work. Here's my idea. Each 1 second. 1 particle is added to the bullet count. If you want to be a baby about overpowered stuff. Make the particle limit go to thirty for thirty seconds. But if you don't care about stuff being overawesome, go for 100. I expect whitty to take this idea. Code: //Gunship A type of military laser ranger that calls in strike fire from a advanced merc gunship with spinup time. Low: Small mortar fire. Average: Missile strike. High: A North Korean Taepodong-2. Google it. |
Author: | GenericUsername [ Mon Aug 08, 2011 1:33 am ] |
Post subject: | Re: More charged weapons. |
Totally agree with you. A charged laser that became more powerful the longer charged would be awesome. |
Author: | Asklar [ Mon Aug 08, 2011 1:54 am ] |
Post subject: | Re: More charged weapons. |
The sniper idea sounds perfect for a TF2 mod. And in fact, it can be done. |
Author: | Mackerel [ Mon Aug 08, 2011 1:56 am ] |
Post subject: | Re: More charged weapons. |
Asklar wrote: The sniper idea sounds perfect for a TF2 mod. And in fact, it can be done. OP. HA. Sounds like you're going to take that idea Asklar. |
Author: | Asklar [ Mon Aug 08, 2011 3:03 am ] |
Post subject: | Re: More charged weapons. |
Not really, but I... What the hell, I'll try to script that thing out! Time to check out the new lua thingies out there ![]() But I'd just need someone to help with the sprites *Cof* *Cof* Miggles *Cof* *Cof* |
Author: | Miggles [ Mon Aug 08, 2011 4:23 am ] |
Post subject: | Re: More charged weapons. |
OH K DAWGZ WE IS COLLABIN THIS ♥♥♥♥ GET CHO BRAINBALLS READY FO DIS CUZ YOU GONNA GET MIIIND FUUUCKED And chances are if one of these are pointed at you WILL get mind ♥♥♥♥, literally. |
Author: | Asklar [ Mon Aug 08, 2011 4:26 am ] |
Post subject: | Re: More charged weapons. |
This won't be awfully complicated. If I manage to finish the first code, and make it good and not too complicated (I hope), the other ones will be pretty easy. ♥♥♥♥ yeah. |
Author: | Mehman [ Fri Aug 12, 2011 11:09 pm ] |
Post subject: | Re: More charged weapons. |
BigBomb wrote: Code: //Unlimited Laser Charge. Maybe one of you homeboys can work some lua magic to see if you can get this to work. Here's my idea. Each 1 second. 1 particle is added to the bullet count. If you want to be a baby about overpowered stuff. Make the particle limit go to thirty for thirty seconds. But if you don't care about stuff being overawesome, go for 100. I expect whitty to take this idea. Try this baby: Attachment: The maximum charge can be easily changed in the lua script, default is 100. |
Author: | Mackerel [ Sat Aug 13, 2011 4:00 am ] |
Post subject: | Re: More charged weapons. |
Mehman you magnificent son of a ♥♥♥♥♥. This is great, I love how it counts up and smoke comes out. It's wonderful. |
Author: | Mehman [ Sun Aug 14, 2011 12:02 am ] |
Post subject: | Re: More charged weapons. |
Thanks. |
Author: | Mackerel [ Sun Oct 02, 2011 4:47 am ] |
Post subject: | Re: More charged weapons. |
Code: //World War Radio Interceptor Low: Row of 3 standard bombs. Average: Call in a napalm strike. High: Carpet Bomb. |
Author: | Asklar [ Sun Oct 02, 2011 6:37 am ] |
Post subject: | Re: More charged weapons. |
BigBomb. By now, the ones we have complete are: -Grenade Launcher -Sniper Rifle -Rocket Launcher -Laser -Shotgun (I came up with this idea) -Earpiece (Like a strike caller, but has to be directed against any MO) Coded by me, sprited by Miggles. BUT! I doubt we can finish the rest. So, anyway, do you want me to release it with it's current content? |
Author: | Mackerel [ Sun Oct 02, 2011 9:23 am ] |
Post subject: | Re: More charged weapons. |
YOU SAID YOU WERE ONLY GONNA DO ONE. Asklar, you've made me the happiest Yes, sir. Release time is now. |
Author: | Asklar [ Sun Oct 02, 2011 3:22 pm ] |
Post subject: | Re: More charged weapons. |
Ok, I shall release it with probable future updates; but I have to make some changes before. Like adding an ultimate terrain raping nuke. |
Author: | nicolasx [ Sun Oct 02, 2011 9:04 pm ] |
Post subject: | Re: More charged weapons. |
![]() yay. Edit: a combination of your door breacher with its directional pie menus + a chargeable nuke would be awesome like make the nuke have directional options and stuff. basically alternate fire makes everything better (in my opinion anyways ![]() |
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