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 Ghost Clone 
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Joined: Wed Nov 21, 2007 7:49 pm
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Post Re: Ghost Clone
How does it work?


Sat Oct 11, 2008 2:57 am
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Post Re: Ghost Clone
It'll be obvious as soon as you open up the ini.


Sat Oct 11, 2008 3:04 am
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Ghost Clone
I'm going to hazard a guess it involves atom groups OR custom materials that are HitMos = 0.


Sat Oct 11, 2008 3:08 am
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Ghost Clone
TrouserDemon wrote:
I'm going to hazard a guess it involves atom groups OR custom materials that are HitMos = 0.

Atom groups, there is a reason why it leaves a trail of weakened material, when it phases. ( via Material Scan )


Sat Oct 11, 2008 3:42 am
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Joined: Sat Jun 16, 2007 2:31 am
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Post Re: Ghost Clone
Foa wrote:
TrouserDemon wrote:
I'm going to hazard a guess it involves atom groups OR custom materials that are HitMos = 0.

Atom groups, there is a reason why it leaves a trail of weakened material, when it phases. ( via Material Scan )

I can see it make 2 lines through the ground when i make it do that. i dont need the MAT view :)


and yeah, its the atomgroups


Sat Oct 11, 2008 4:03 am
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Post Re: Ghost Clone
This could be used to make awesome drop pods.


Sat Oct 11, 2008 4:11 am
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Post Re: Ghost Clone
So simple in code, yet revolutionary in function.
Is there even anything but null atomgroup replacements going on here?


Sat Oct 11, 2008 4:24 am
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Post Re: Ghost Clone
Belongs on a Starcraft Terran Ghost sprite IMO.
WALLHAX.


Sat Oct 11, 2008 4:44 am
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Post Re: Ghost Clone
I think I just got an idea for a scene that uses this to spawn enemies underground. How about making invisible crafts that phase through ground and drop down until they are gibbed into bug larva by lua areas. These larva dig up to the surface and lua turns them into flying insects which then proceed to kill you.


Sat Oct 11, 2008 4:58 am
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Post Re: Ghost Clone
Well, there's HitsMOs = 0 and GethitbyMOs = 0 (I thought it would crash
if they were 1, but it doesn't. It just makes it EXTREMELY sensitive to MOs.)

Also you could just spawn digging up bug creatures at random points on the x axis underground.

They'd dig by constantly reapplied velocities. You could dig mines and tunnels to intercept them.


Sat Oct 11, 2008 5:52 am
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Post Re: Ghost Clone
I see what you did thar Zalo, And its almost simple. :grin:
Clever coding, I never would have thought of that.

Much like other Zalo mods, Simple yet Useful, and makes people scratch their heads and say 'why didn't i think of that?'.


Sat Oct 11, 2008 6:04 am
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Post Re: Ghost Clone
How would I go about making a dropship the passes through walls?


Sat Oct 11, 2008 6:06 am
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Post Re: Ghost Clone
CandleJack wrote:
How would I go about making a dropship the passes through walls?

Give it a null atomgroup on all it's parts, like zalo did with the parts of this soldier.


Sat Oct 11, 2008 8:24 am
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Post Re: Ghost Clone
That's pretty cool, how does it work?


Sat Oct 11, 2008 8:51 am
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Joined: Thu Aug 21, 2008 6:01 pm
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Post Re: Ghost Clone
This is a pretty cool mod Zalo!

I have some suggestions if you don't mind :)
Make the soldiers health decreasing, so you can't cheat with it. Make it's health to 30 or 15, have it decreasing every second, and when it drops to 0 then a normal clone would replace it OR it would just die. Either way is fine for balancing I think :)


Sat Oct 11, 2008 9:03 am
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