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 Taehl Bunker Tiles v1.5 
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Post Re: Taehl Bunker Tiles v1.4
Breakable things take the place for what shootable terrain can't do, how can you crash through a window with all that flash, shootable terrain can't do it.
What about the cushioning of landing on crate that then collapses.

And for semi-deterioratable breakable things is easy, use attachments.


Sun Aug 10, 2008 5:38 am
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Post Re: Taehl Bunker Tiles v1.4
These are great. Although they are time consuming, strange/awkward layouts are fun. Like a sparta pit that only has one way out: to crawl through a tiny hole with a tiny ladder and a tiny tunnel to the brain.

Only the coalition enemies are actually any good at infiltrating it.


Mon Aug 11, 2008 5:24 pm
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Post Re: Taehl Bunker Tiles v1.4
Taehl wrote:
I've looked into that before, and while it did lessen repetition, it also made the object list become ungainly long (which is something I want to avoid at all costs - this pack was made to be mousewheel item-scrolling friendly).


My suggestion there is to just add another list, Taehl bunker tiles list 2.


Mon Aug 11, 2008 8:18 pm
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Post Re: Taehl Bunker Tiles v1.4
Hmm, an extra menu... Pretty good idea. I suppose I could call it could contain prefab-like pieces, such as a long wall, full corner, stairs leading to a pit, etc...

I think I like that idea. I'll prolly do it for the next release. Thanks for the suggestion. Just don't hold your breath for it, as I still have my RL stuff going on.

Foa wrote:
Breakable things take the place for what shootable terrain can't do, how can you crash through a window with all that flash, shootable terrain can't do it.
What about the cushioning of landing on crate that then collapses.

It sounds cool, sure, but explain to me why you'd want a window in a bunker? I find this to be a rather glaring logical flaw in your defenses :P
I might make a bunch of things like this if I had enough objects to warrant a full list. A crate isn't a bad idea, if cliche. I suppose that'd force me to also make a barrel. I could remake the potted plant to be a breakable object (perhaps you could shoot off a leaf at a time?)... What other things should be in the "Bunker Decor - Breakable" list?


Mon Aug 11, 2008 11:06 pm
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Post Re: Taehl Bunker Tiles v1.4
Taehl wrote:
Hmm, an extra menu... Pretty good idea. I suppose I could call it could contain prefab-like pieces, such as a long wall, full corner, stairs leading to a pit, etc...

I think I like that idea. I'll prolly do it for the next release. Thanks for the suggestion. Just don't hold your breath for it, as I still have my RL stuff going on.

Foa wrote:
Breakable things take the place for what shootable terrain can't do, how can you crash through a window with all that flash, shootable terrain can't do it.
What about the cushioning of landing on crate that then collapses.

It sounds cool, sure, but explain to me why you'd want a window in a bunker? I find this to be a rather glaring logical flaw in your defenses :P
I might make a bunch of things like this if I had enough objects to warrant a full list. A crate isn't a bad idea, if cliche. I suppose that'd force me to also make a barrel. I could remake the potted plant to be a breakable object (perhaps you could shoot off a leaf at a time?)... What other things should be in the "Bunker Decor - Breakable" list?

Sometimes the game need a challenge, with the uber defended, over complicated, armored maze you call a base, you need to add weakpoints, and things that can break.

That's why Apocalypse Towers are so fun, you can make and break things.

Edit: Color Coded
Here's a list: (And Make two Breakable folders *Decor, and *Objects (*Decor has no collisions (as in it doesn't blocks pathes, yet take bullets) , HitMOS = 0 | *Objects have Collisions ( as in blocks paths and bullets ) ) )
    * Containers (Full, and Empty, Explosive, and Booby Trapped ones)
    * Vent Grates (For extra pathways)
    * Weapon Racks (Gibs out displayed weapons)
    * Vaults (Armory Stash, and Gold, also a Brain Actor one too)
    * Glass Walls, and Floors/Ceilings
    * Furniture
    * Art (Fine, Statues, Paintings, etc)
    * Lounge Room Objects (Pool, Table Games, Mini Bars, Decor, Vendors)
    * Drinks (Alcoholic, Non-Alchoholic,Bottled,and Canned)
    * Security Locking Doors (When it's "closed" it's out of the way of your troops/allies , when "opened" by nearby enemies it closes, Hard To Break)
    * Auxiliary Reinforcement Doors (Is Just Right next to a Security lock door, when "opened" by nearby enemies, you can send in reinforcements)
    * Emergency Objects ( Used for emergencies, has different uses for each object, doors are really hard, passage cloggers, etc)
    * Traps Objects (Do something and something happens, depends on the objects)
    * Barricades and Embrasures (Is a semi-deterioratable object, the "base" holds all the attachments that deteriorates over time when shot at, logically stronger than objects without attachments, if the "base" is properly protected)
    * Plants (The pot is the base, the stem is next, branches, then lastly the branches' leaves/fruit/flowers/etc, no collisions, but still take damage)
...
...
...


Mon Aug 11, 2008 11:12 pm
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Post Re: Taehl Bunker Tiles v1.4
Foa wrote:
Decor has no collisions (as in it doesn't blocks pathes, yet take bullets)

I think that'd be impossible unless every actor was Hitmos = 0.


Tue Aug 12, 2008 2:59 am
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Post Re: Taehl Bunker Tiles v1.4
Damn, should've thought about that.
Be back when done doing the thing, But it negates brain wrestling.

EDIT Does Sharpness effect anything?
    EDIT Seems I Have to edit the GetHitMos
            EDIT Got Screenies of Non-Colliding Killable Actors!!! Hear that, IN YOUR FACE Roy!
            Ask for details...
            God Damn you MediaFire, had to reupload...


            Before
            Image | | | Image

            After a few magazines
            Image | | | Image

            Pilot Wrestle Pilot, No Colliding
            Image | | | Image

            Oh NOES
            Image


Tue Aug 12, 2008 3:51 am
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Post Re: Taehl Bunker Tiles v1.4
Um.......
Did you HitMOS = 0 everything?
Not everything is HitMOS = 0 off the bat.
Especially Vanillia units.


Tue Aug 12, 2008 11:57 pm
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Post Re: Taehl Bunker Tiles v1.4
Roy-G-Biv wrote:
Um.......
Did you HitMOS = 0 everything?
Not everything is HitMOS = 0 off the bat.
Especially Vanillia units.


That didn't work, still they collided.

All I did was make all the limbs are 'HitMos = 1' and 'GetHitByMos = 1' , so they collide with colliding Moids, all attachment are 'HitMos = 1 'GetHitMos = 1' same reason for the limbs, and but this one makes the whole body not collide with bodies with the same difference...

the core of the actor ( chassis, torso, etc) ARE 'GETHItBYMOS = 1' AND 'HITMOS = 0'

Image


Wed Aug 13, 2008 12:15 am
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Post Re: Taehl Bunker Tiles v1.5
Hey again, guys. Version 1.5 is mainly just a tiny little bugfix release, but I'm afraid it's all I got at the moment. Still working hard on RL stuff, but at least I havn't forgotten about you guys, right?

v1.5
- Made it so that lights can be embedded within walls
- Slightly corrected spotlight R and D MOSRs
- Added second beacon beam color (yellow)


Wed Aug 27, 2008 12:43 am
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Post Re: Taehl Bunker Tiles v1.5
Taehl wrote:
Hey again, guys. Version 1.5 is mainly just a tiny little bugfix release, but I'm afraid it's all I got at the moment. Still working hard on RL stuff, but at least I havn't forgotten about you guys, right?

v1.5
- Made it so that lights can be embedded within walls
- Slightly corrected spotlight R and D MOSRs
- Added second beacon beam color (yellow)


We're happy with anything from you :D


Wed Aug 27, 2008 12:59 am
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Post Re: Taehl Bunker Tiles v1.5
These are (in my opinion) the best bunker module type mod out there. Great job, keep up the great work!


Wed Aug 27, 2008 1:01 am
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Post Re: Taehl Bunker Tiles v1.5
My only complaints would be that the diagonal ones look streched/skewed which, I'm guessing, is how you made them, and also as mentioned the slightly bland backgrounds.


Wed Aug 27, 2008 3:31 pm
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