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 Remnants of the Mu-Ilaak version 7.0 for CC B31 [03JAN15] 
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Joined: Tue Aug 28, 2012 9:48 am
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Sniping AI is a bit messy(to say the least), ones with sniper rifles just shoot wherever they are aiming at the moment..
But i'm happy that they finally can react on threat and shoot it properly! :grin:


Wed Jan 30, 2013 1:36 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
The Sprites need more chest also need to be a little taller


Sat Feb 16, 2013 7:14 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Way to Cheap


Mon Feb 18, 2013 11:31 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Zoucrane wrote:
Way to Cheap


I guess I have a bad habit off leaving things cheap.

Will fix.


Tue Feb 19, 2013 4:41 am
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Could you see about making the Blast Runners have four jetpack nozzles and use those to fly with some fancy LUA?

Love the faction too, though the guided rocket could use some work.


Wed Feb 20, 2013 2:26 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Galacticruler wrote:
Could you see about making the Blast Runners have four jetpack nozzles and use those to fly with some fancy LUA?

Love the faction too, though the guided rocket could use some work.


I don't think he'll need 4. I could just add one. with lua I could check if the MOVE_UP state is active and then activate a Gyro(self.RotAngle = 0) to stabilize it in air.


Also I just noticed that the Coalition no longer have the Blast runner.


Wed Feb 20, 2013 5:13 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Grimmcrypt wrote:
Galacticruler wrote:
Could you see about making the Blast Runners have four jetpack nozzles and use those to fly with some fancy LUA?

Love the faction too, though the guided rocket could use some work.


I don't think he'll need 4. I could just add one. with lua I could check if the MOVE_UP state is active and then activate a Gyro(self.RotAngle = 0) to stabilize it in air.

I was thinking 4 because of X/Y movement being difficult with a sphere on invisible legs.
The LUA might be a good idea to make it float.

See Arco Drone Gunship

And now that I think about it, what about the possiblity of a throwable blast runner grenade that spawns one, or a non explosive varient with a gun or scanner?


Wed Feb 20, 2013 7:17 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Galacticruler wrote:
Grimmcrypt wrote:
Galacticruler wrote:
Could you see about making the Blast Runners have four jetpack nozzles and use those to fly with some fancy LUA?

Love the faction too, though the guided rocket could use some work.


I don't think he'll need 4. I could just add one. with lua I could check if the MOVE_UP state is active and then activate a Gyro(self.RotAngle = 0) to stabilize it in air.

I was thinking 4 because of X/Y movement being difficult with a sphere on invisible legs.
The LUA might be a good idea to make it float.

See Arco Drone Gunship

And now that I think about it, what about the possiblity of a throwable blast runner grenade that spawns one, or a non explosive varient with a gun or scanner?


So your saying a floating drone instead of a roller. That would be complicated for the AI to control. However I could make 2 version ground, air and both would be deploy-able.

edit.... I wouldn't want to copy coops idea.


Wed Feb 20, 2013 7:31 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
No need to copy, just an example of how to make a floating actor the AI handels nicely.
Oh, and by:
Galacticruler wrote:
though the guided rocket could use some work.

I meant that it explodes if your not aiming sky high.


Wed Feb 20, 2013 8:31 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Galacticruler wrote:
No need to copy, just an example of how to make a floating actor the AI handels nicely.
Oh, and by:
Galacticruler wrote:
though the guided rocket could use some work.

I meant that it explodes if your not aiming sky high.



I have a good Idea of how to make it follow something but it will not be able to go through complex tunnels to get to a brain.

I'm planing on switching that up for tracking rockets.

When you fire It. It will go up and deploy multiple small actor tracking rockets.

Man I got's lots to do. This is what happens when you got so many mods on the radar and my problem is that I wan't to make a couple more.


Wed Feb 20, 2013 8:45 pm
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Post Re: Remnants of the Mu-Ilaak version 4.0 for CC 1.05
Grimmcrypt wrote:
I have a good Idea of how to make it follow something but it will not be able to go through complex tunnels to get to a brain.

I'm planing on switching that up for tracking rockets.

When you fire It. It will go up and deploy multiple small actor tracking rockets.

Man I got's lots to do. This is what happens when you got so many mods on the radar and my problem is that I want to make a couple more.

Hmmm...if you ever need help testing a mod before its released, I'm willing to help out, but don't expect constant feedback, school is annoying.


Wed Feb 20, 2013 8:48 pm
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Post Remnents of the Mu-Ilaak 5.0 OUT!!!!
UPDATE 5.0


See main post for changelog


Image


Tue Jul 09, 2013 5:51 pm
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Post Re: Remnants of the Mu-Ilaak version 5.0 for CC 1.05
So not sure if you're still into this, but I was actually working on a Mu-Ilaak mod myself a while back.

Unfortunately the only part of the mod I was really fueled to do was one actor worth of spriting, then I stopped.

Although I did make a small teaser of my work.

Image

If you'd like I could scrounge up the rest of the spritework.


Sat Apr 12, 2014 4:00 pm
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Post Re: Remnants of the Mu-Ilaak version 5.0 for CC 1.05
Awesome how did u do it


Sat Apr 12, 2014 4:03 pm
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Post Re: Remnants of the Mu-Ilaak version 5.0 for CC 1.05
I gotta say, this is my favorite faction mod. I was wondering if there were any plans on uploading it to the workshop.


Sat Apr 12, 2014 6:23 pm
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