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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Epic CC moments
Well, I played cc for one and a half hours long, mostly just defending my base from baddies, when I took a look at the condition of my base and the amount of gibs. I had to take multiple screen shots from different places to get a nice picture.
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Sat Jun 28, 2008 7:32 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Epic CC moments
It's a Dread!!! Not. This fellow walked back and forth so many times, he dug a nice, deep hole into the ground.
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Sun Jun 29, 2008 6:09 am |
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CherryT
Joined: Thu Jan 18, 2007 5:16 am Posts: 397 Location: Back at DRL for a while?
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Re: Epic CC moments
Gentlemen: I have discovered how to make clones moonwalk. Or at least how to hop on one foot backwards. Not necessarily epic, or particularly useful, but I didn't really know where else to put my discovery. zalo gave me the idea after I started to complain about how "sticky" clones' feet were (ie: My DeathVac cannot pull clones off of terrain.) If you want to try this, use this code as the material for the Foot atomgroup in base.rte/Actors.ini. Replace (tab) with a push of the tab key. I have provided two versions after initial experimentation, the first being the "constant on" and the second being the "triggerable." Constant On version: "Moonwalking" occurs fairly dependably as long as you are on a flat surface. Code: AddMaterial = Material (tab)Index = 159 (tab)InstanceName = FootMat (tab)Bounce = 0 (tab)Friction = -0.5 (tab)StructuralIntegrity = 1 (tab)DensityKGPerVolumeL = 1.0 (tab)GibImpulseLimitPerVolumeL = 15 (tab)GibWoundLimitPerVolumeL = 0.1 (tab)Priority = 5 (tab)Color = Color (tab)(tab)R = 15 (tab)(tab)G = 105 (tab)(tab)B = 145 "Triggerable" - Moonwalking occurs when your actor changes directions after moving at a certain speed (ie: Hold forward for 2 seconds, then hold backwards). It's not very dependable and often results in throwing the actor backwards a few feet rather than moonwalking. It also requires that the actor be on a flat surface. Code: AddMaterial = Material (tab)Index = 159 (tab)InstanceName = FootMat (tab)Bounce = 1 (tab)Friction = -1 (tab)StructuralIntegrity = 1 (tab)DensityKGPerVolumeL = 1.0 (tab)GibImpulseLimitPerVolumeL = 15 (tab)GibWoundLimitPerVolumeL = 0.1 (tab)Priority = 5 (tab)Color = Color (tab)(tab)R = 15 (tab)(tab)G = 105 (tab)(tab)B = 145
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Wed Jul 09, 2008 5:58 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Epic CC moments
The essence of epic.
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Wed Jul 09, 2008 11:59 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Epic CC moments
I believe I have beaten your little game.
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Mon Jul 14, 2008 5:58 pm |
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Tyroazard
Joined: Mon Apr 30, 2007 10:46 am Posts: 27
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Re: Epic CC moments
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Tue Jul 15, 2008 10:36 am |
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Tyroazard
Joined: Mon Apr 30, 2007 10:46 am Posts: 27
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Re: Epic CC moments
The Mind wrote: wutangfan1990 wrote: The Mind wrote: Eh...........What is it? He's dropping dynamite, looke closely. Oh, now it makes sense Thanks -edit- Nah, you're right. The previous explanation here was for the more epic asplosions I made. -edit- Both were made with a DarkStorm droppod and a hell of a lot of bombs.
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Wed Jul 16, 2008 10:34 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Epic CC moments
It really has been awhile since I've played a full game.
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Wed Jul 30, 2008 3:39 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Epic CC moments
This picture proves that no matter how many times he dies, he still beats everyone in strength. Phoenix > Everything
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Thu Jul 31, 2008 1:16 am |
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kennyclone
Joined: Mon Jan 21, 2008 8:25 pm Posts: 57
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Re: Epic CC moments
i was bored
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Tue Aug 05, 2008 12:35 am |
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YoshiX
Joined: Sun Mar 18, 2007 12:39 am Posts: 267
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Re: Epic CC moments
What is more epic than: A huge clone breaking his back with a bomb: Or enemy dropships constantly trying to find land to land on! (loops well):
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Thu Aug 07, 2008 3:21 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Epic CC moments
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Thu Aug 07, 2008 9:29 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Epic CC moments
The brain was not even able to get hit. It was GetsHitByMOs = 0. The bunker is the default Team 2 bunker from Grasslands, this was before we had bunker building. I was testing some things. That same explosion caused a CC glitch that I only saw that one time, in B13. A clone or some other actor caught in the explosion was reduced to a bloody wounded mass. The arms and legs and head were also reduced in that fashion. They remained attached to the body, although graphically they were separate. I watched a large bloody mass flailing around with smaller bloody masses orbiting it for several seconds before it came to rest against the terrain on the edge of the explosion. The thing with the -17k health is what I am talking about. You can aslo see the entire bunker falling away semiintact, which I find funny, the rocket inside it too. The smoke at the top of the screen is from a heavily wounded rocket that falls down after a few seconds and they flails around even more after a second bomb detonates and sends it past -20k health. PS:
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Thu Aug 07, 2008 9:44 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Epic CC moments
It's Jesus. This was going faster. Or at least had sillier material settings.
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Fri Aug 08, 2008 12:58 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Epic CC moments
Here: http://www.datarealms.com/forum/viewtopic.php?f=61&t=10890. You're welcome. I placed a blast door, and it disappeared. Then I saw my gold and killcount. I don't know what happened.
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Sat Aug 09, 2008 2:51 am |
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