Author |
Message |
Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
|
Re: Teleporter -okay actually fixed-
|
Mon May 18, 2009 5:58 pm |
|
|
Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
|
Re: Teleporter -okay actually fixed-
I find it funny that people are complaining about inertia, as I left it in so it would act more like an instant blink from one spot to another. I only disabled it after including this in my NoX inspired wizard mod, as another NoX inspired mod did the same in another game. You can remove the inertia by adding Code: self.Vel = Vector(0,0); in the teleporting block.
|
Mon May 18, 2009 6:19 pm |
|
|
Requisite
Joined: Fri Nov 16, 2007 6:32 pm Posts: 211
|
Re: Teleporter -okay actually fixed-
This mod has led to the most fun I have ever had in CC.
|
Tue May 19, 2009 12:20 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Teleporter + Zombie Barf
Hey while we're on the subject of jetpack replacements how about some zombie barf?
YEAH. Kills people, replaces need for melee weapon, is fun and uh...easy to install on any other actor.
BTW all my mods are under CC Attribution license, so feel free (and please do) copy my code shamelessly. I don't even care about credit, just as long as you do something cool with it.
edit oh yeah GIFs please?
|
Tue May 19, 2009 4:36 am |
|
|
Aspasia
Joined: Thu May 24, 2007 4:42 am Posts: 308 Location: The Peaceful Town of Hamlet
|
Re: Teleporter + Zombie Barf
Action Hank saves the day!
|
Tue May 19, 2009 5:27 am |
|
|
Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
|
Re: Teleporter + Zombie Barf
Offsets for the barf are kinda off. Comes out of the lower abdomen sometimes. Maybe lead it a little because the zombies still jump.
|
Tue May 19, 2009 5:29 am |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Teleporter + Zombie Barf
Subiw wrote: Offsets for the barf are kinda off. Comes out of the lower abdomen sometimes. Maybe lead it a little because the zombies still jump. Problem is that emissionsignorethis doesn't apply to lua spawned emitters, so it has to be a bit off. That and I'm way too lazy to get it just right.
|
Tue May 19, 2009 5:37 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Teleporter + Zombie Barf
i might tweak it and use it, cool. all these "tied to action" things are sweet.
|
Tue May 19, 2009 5:53 am |
|
|
Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
|
Re: Teleporter + Zombie Barf
Grif, I salute you. You have made the most addicting-to-play-as thing EVER.
After (shamelessly) copying the code onto a UniTec WEC Elite, I have a teleporting, badass-looking, katana, shuriken and rifle-armed assassin! Thanks!
|
Tue May 19, 2009 7:53 am |
|
|
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
Re: Teleporter + Zombie Barf
Hmm... Dying whilst using this clone and the disguise kit causes a crash in Windows B23.
Anyway, I'm planning on making a little uberrape particle dance before you teleport so we can have some telefragging. That'll be fun combined with a short range but higher speed teleporting thing: have some nice dash through enemies fun...
|
Tue May 19, 2009 8:03 am |
|
|
Daman
Joined: Fri Jan 26, 2007 3:22 am Posts: 1451
|
Re: Teleporter + Zombie Barf
Grif wrote: edit oh yeah GIFs please?
|
Wed May 20, 2009 2:14 am |
|
|
|