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Joined: Fri Dec 09, 2005 7:53 am
Posts: 233
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Being dissatisfied with the blocky results of the scaling, I made a smoother version of a robot head double in size.
To implement:
Replace the contentfile and offset to:
Code:
         ContentFile
            Base.rte/Actors/Robots/Head01big.bmp
         1
         # Sprite offset
         Vector
            -14
            -19

And then change the scaling to 0.8 or 0.7 if you want a smaller head than that.

Also, put the robot head (attached) in Actors/robots/ folder.


Edit: I can't find a way to input custom arms because the bloody thing needs freaky arse entries in base.dat.
Workaround?


Fri Jan 20, 2006 8:03 am
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Joined: Tue Oct 05, 2004 9:25 pm
Posts: 30
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I was messing around with player movement paths, and I found that this was a really good climb path for the robot.

He goes right up the big hill to his right.

Code:
Object
         Player Climb Path
      # Path start relative to Actor's origin.
      Vector
         0
         -20
      # Start segment count
      9
      # Segments
      10
      Vector
         7
         1
      Vector
         1
         2
      Vector
         1
         4
      Vector
         1
         6         
      Vector
         1
         8
      Vector
         1
         10
      Vector
         1
         12
      Vector
         1
         14
      Vector
         1
         16
      Vector
         1
         18
      # The SLOW travel speed of a limb along this path in m/s.
      1.5
      # The NORMAL travel speed of a limb along this path in m/s.
      2.5
      # The FAST travel speed of a limb along this path in m/s.
      4.5
      # The max force that a limb using this path can push in kg * m/s^2
      8000


Mon Jan 23, 2006 5:28 am
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Joined: Wed Nov 30, 2005 3:35 pm
Posts: 8
Location: Sweden
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I DOES work very well, as you say he goes right up the big hill. He does do a wierd jumping motion when he pulls himself up at times though.


Mon Jan 23, 2006 5:57 pm
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Joined: Tue Oct 05, 2004 9:25 pm
Posts: 30
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I had one at one point that would sometimes go straight up a concrete wall. It had to be completely undamaged though a single pixel knocked off would make him just embed himself into the wall.


Mon Jan 23, 2006 11:19 pm
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Joined: Tue Feb 15, 2005 6:06 pm
Posts: 660
Location: Canada
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How far would he imbed himself?


Fri Feb 03, 2006 6:53 am
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Joined: Tue Oct 05, 2004 9:25 pm
Posts: 30
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Only a few pixels really, but it made it nearly impossibe to get out. I had to use the shotgun. (My shotgun shoots out 3000 bullets at once and sends the user looping around the map four or five times. :twisted: )


Tue Mar 14, 2006 1:44 am
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Joined: Thu Mar 10, 2005 10:03 am
Posts: 26
Location: N.S.W. , Australia
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Same here!


Tue Mar 14, 2006 7:08 am
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Joined: Tue Feb 15, 2005 6:06 pm
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Location: Canada
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Hehe sweet! ever fire it directly upwards?


Tue Mar 14, 2006 5:30 pm
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Joined: Thu Mar 10, 2005 10:03 am
Posts: 26
Location: N.S.W. , Australia
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Yup. I also fired it directly into the face of my little brother's player. :twisted: :twisted: :twisted:


Thu Mar 16, 2006 11:28 am
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Joined: Tue Feb 15, 2005 6:06 pm
Posts: 660
Location: Canada
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Owie.... painfull in all sorts of ways...


Sun Mar 19, 2006 10:52 am
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