RPG game beta
10 posts • Page 1 of 1
RPG game beta
I have made a new RPG game, and this is the beta version. I'm still working on it, and these are the things still to be added
+gun selection (currently you can only pick up a gun; you cannot switch between different guns)
+grenades
+explosion graphics
+opponent spawning
+maps
Here is the scene so far:
I want feedback, so please comment on things that need to be added, and things that need to be fixed.
+gun selection (currently you can only pick up a gun; you cannot switch between different guns)
+grenades
+explosion graphics
+opponent spawning
+maps
Here is the scene so far:
I want feedback, so please comment on things that need to be added, and things that need to be fixed.
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: RPG game beta
Is this the same one you PM'd me last night?
I just want to know because if so, there's no point in re-downloading.
I think this will help with a lot of things if you can figure out how to make it work.
Also, there should be a hyper-drive- a key that when held makes you go faster, by decreasing airFrictionMult and increasing controllerAcc. Make a bar with two scripted circles, on on each end. Make the back key Z and then set it to motor, too. I will not bother with a demoscene. The latest versions of Dockable Modules in the Modular Spaceship Collab use this method of controlling a motor. You figure out the scripts, it's extremely simple.
There should also be a Mystery Box circle that may give you a new gun, more ammo, or maybe a negative effect such as taking damage or confiscating a weapon or spawning an enemy.
As always, glad I can help.
I just want to know because if so, there's no point in re-downloading.
I think this will help with a lot of things if you can figure out how to make it work.
Also, there should be a hyper-drive- a key that when held makes you go faster, by decreasing airFrictionMult and increasing controllerAcc. Make a bar with two scripted circles, on on each end. Make the back key Z and then set it to motor, too. I will not bother with a demoscene. The latest versions of Dockable Modules in the Modular Spaceship Collab use this method of controlling a motor. You figure out the scripts, it's extremely simple.
There should also be a Mystery Box circle that may give you a new gun, more ammo, or maybe a negative effect such as taking damage or confiscating a weapon or spawning an enemy.
As always, glad I can help.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: RPG game beta
Update:
Added a simple map, for testing
Added HUD
Added weapons effectiveness--shotgun has more power than minigun, but has a slower reload rate
Still to do:
NME spawning (blargh...)
Explosion graphics
Gun switching (still trying to get that menu phunlet working
)
Grenades (will probably be added once I get the explosion graphics down)
Added a simple map, for testing
Added HUD
Added weapons effectiveness--shotgun has more power than minigun, but has a slower reload rate
Still to do:
NME spawning (blargh...)
Explosion graphics
Gun switching (still trying to get that menu phunlet working
Grenades (will probably be added once I get the explosion graphics down)
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: RPG game beta
I discovered that you can sneak around the wall without taking much damage, then sneak minigun bullets just around the corner while the enemy's bullets pound the wall to smithereens, one infinitesimal chunk at a time... wow. In short, you can shoot without being shot.
Also, I would call the shotgun a deer slug. One big, heavy, damaging pellet. I would call a shotgun something that shoots SEVERAL pellets that spread out.
And also, if you run fast enough, far enough away from the enemy, you can actually evade its shot. I know Kilinich made his bomber game in such a way that the enemies shoot at where you will be. That would be a bit of code that makes things more difficult.
I would add a hyper-drive (Hold X To Go Faster) which I already outlined somewhere. Hmm, I could just as easily add that myself... Will doodad.
Also, there should be some way of making the whole tank follow the mouse, not just the gun. This would not, however, rule out the arrows completely- I think I can add a density-based thruster inspired by one by Kilinich I say recently. Will doodaddoo.
But yeah, this is well on its way to being epic.
Also, I would call the shotgun a deer slug. One big, heavy, damaging pellet. I would call a shotgun something that shoots SEVERAL pellets that spread out.
And also, if you run fast enough, far enough away from the enemy, you can actually evade its shot. I know Kilinich made his bomber game in such a way that the enemies shoot at where you will be. That would be a bit of code that makes things more difficult.
I would add a hyper-drive (Hold X To Go Faster) which I already outlined somewhere. Hmm, I could just as easily add that myself... Will doodad.
Also, there should be some way of making the whole tank follow the mouse, not just the gun. This would not, however, rule out the arrows completely- I think I can add a density-based thruster inspired by one by Kilinich I say recently. Will doodaddoo.
But yeah, this is well on its way to being epic.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: RPG game beta
Someone Else wrote:I discovered that you can sneak around the wall without taking much damage, then sneak minigun bullets just around the corner while the enemy's bullets pound the wall to smithereens, one infinitesimal chunk at a time... wow. In short, you can shoot without being shot.
I been doing that for ages
Also, I would call the shotgun a deer slug. One big, heavy, damaging pellet. I would call a shotgun something that shoots SEVERAL pellets that spread out.
Yeah, I did this to save several billion if statements. I'll add it now.
And also, if you run fast enough, far enough away from the enemy, you can actually evade its shot. I know Kilinich made his bomber game in such a way that the enemies shoot at where you will be. That would be a bit of code that makes things more difficult.
I'll either make the NME bullets more damaging or add the code for that... I think I know how to add it... But then again, wouldn't a real marksman miss a fast moving target at long distances?
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: RPG game beta
Ahh, so an NME is a player controlled by the computer. What's it stand for?
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Hmm... will the grenedes ricochet? They should...
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
And, I want the walls to collide with the lasers on the NMEs.
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Hmm... will the grenedes ricochet? They should...
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
And, I want the walls to collide with the lasers on the NMEs.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: RPG game beta
Someone Else wrote:Ahh, so an NME is a player controlled by the computer. What's it stand for?
Pronounce it aloud! N-M-E! (my shorthand...)
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
I was going to add this, but then realized someone like me would just hold it down 24/7, so I'll add a refreshing time limiter to itso you can't cheat and keep the button pressed down.
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
It supposed to be a soldier from overhead viewYeah, I dont know *exactly* how to make it follow the mouse, but I'm pretty sure that it can be done with an X/Y mechanism and material velocity...
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Yes, I'm still working on it...
Hmm... will the grenedes ricochet? They should...
Right now I'm working on it, and I've added grenades, and I can only get them to explode on-collide ATM. I do have the infrastructure for time-triggering put in place, but I haven't figured out quite how to make it work...
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
"FOR" loop? Vas is das!? I know it exists in algodoo, I swear I just saw it SOMEWHERE... Yes, I'm still working on the heterocollide-grenade spawning stuff...
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
Only Chuck Norris, Kilinich, and Matthias Wandel will survive the zombie apocalypse. Oh and maybe Paradigm and Conun.
And, I want the walls to collide with the lasers on the NMEs.
But then the NME would point at the wall and get stuck... I think if I set the controlleracc of the walls to Pi, than I can usein the laser object detection code, so that it ignores the walls, but can't see through them...
- Code: Select all
{controlleracc == 3.1415926535} ? {scene.my.o1d=2} : {all the rest of the object-seeking code goes here, I'm too lazy to go and copy/paste it}
Also does anyone know if there is a 'condition' function? Like instead of writing alot of if-then satements you could say something like
- Code: Select all
{condition==5} ? {blargh, code goes here} : { condition == 8} ? {more blargh, different code goes here} : { condition == 3.1415926535} ? {Whoa, I'm using Pi as a space filler! another code goes here} ECT, ECT, ECT
It would be very useful...
Also, If I were to add an easter egg (hehehehehehehe), should it be a Shoop-Da-Whoop at the end of the level, The Holy Hand Grenade from Monty Python, a hyper-powered sandwich blaster, or a THIS IS SPARTAAAAAAAAAAAAAAAA when the user first sees the NME?
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: RPG game beta
TC42 wrote:Ahh, so an NME is a player controlled by the computer. What's it stand for?
Pronounce it aloud! N-M-E! (my shorthand...)
Hmm... I've got to find a backronym for that.
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
I was going to add this, but then realized someone like me would just hold it down 24/7, so I'll add a refreshing time limiter to itso you can't cheat and keep the button pressed down.
Sounds good. Can't wait to see it!
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
It supposed to be a soldier from overhead viewYeah, I dont know *exactly* how to make it follow the mouse, but I'm pretty sure that it can be done with an X/Y mechanism and material velocity...
I tried to attach some thrusters to the big circle, but simply couldn't get enough thrust before my brain became overly pessimistic about the thrusters blowing up. Maybe make the key decrease the airFrictionMult of that box really low as well as turning on the thruster? Hmm, maybe I should upload that thruster...![]()
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Yes, I'm still working on it...
Maybe only hinge them to the background? So the infinite speed of -inf airFrictionMult you like to use will drag it away?
Hmm... will the grenedes ricochet? They should...
Right now I'm working on it, and I've added grenades, and I can only get them to explode on-collide ATM. I do have the infrastructure for time-triggering put in place, but I haven't figured out quite how to make it work...
Spawn a scripted laser with 1 maxRays in a partially transparent geom. Should work.
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
"FOR" loop? Vas is das!? I know it exists in algodoo, I swear I just saw it SOMEWHERE... Yes, I'm still working on the heterocollide-grenade spawning stuff...
I meant the shotgun. And it's something like
- Code: Select all
for 30(i){blahblah}
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
Only Chuck Norris, Kilinich, and Matthias Wandel will survive the zombie apocalypse. Oh and maybe Paradigm and Conun.
Yes, Matthias Wandel would build an automatic machine-gun-firing robot, and Kilinich would program it. Or maybe Matthias would just program it himself...
And, I want the walls to collide with the lasers on the NMEs.
But then the NME would point at the wall and get stuck... I think if I set the controlleracc of the walls to Pi, than I can usein the laser object detection code, so that it ignores the walls, but can't see through them...
- Code: Select all
{controlleracc == 3.1415926535} ? {scene.my.o1d=2} : {all the rest of the object-seeking code goes here, I'm too lazy to go and copy/paste it}
Sounds good, but how are you going to spawn multiple NMEs if they all use the same scene.my variables?
Maybe change the collideSet of the laser when it hits the proper controllerAcc, so it will collide with a box on the NME, which changes its own collision layers, so it collides with "the Brain", informing "the Brain" that the laser has hit the proper controllerAcc. Oh, and I suggest using math.pi.
Also does anyone know if there is a 'condition' function? Like instead of writing alot of if-then satements you could say something like
- Code: Select all
{condition==5} ? {blargh, code goes here} : { condition == 8} ? {more blargh, different code goes here} : { condition == 3.1415926535} ? {Whoa, I'm using Pi as a space filler! another code goes here} ECT, ECT, ECT
It would be very useful...
Yes! WE NEED ELSE-IF STRUCTURES!!!
Also, If I were to add an easter egg (hehehehehehehe), should it be a Shoop-Da-Whoop at the end of the level, The Holy Hand Grenade from Monty Python, a hyper-powered sandwich blaster, or a THIS IS SPARTAAAAAAAAAAAAAAAA when the user first sees the NME?
All of them!
Hmm, maybe we can turn this post into the longest in the history of the world! But Grady's probably got us beat...
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
Re: RPG game beta
To continue the massive quote-response:
Grady... has the rest of the world beat. By several hundred pages.
Also, did you see my question on tracer-spawning? It's in the thyme section; I can't get the (insert rude language here) thing to work!
Someone Else wrote:TC42 wrote:Ahh, so an NME is a player controlled by the computer. What's it stand for?
Pronounce it aloud! N-M-E! (my shorthand...)
Hmm... I've got to find a backronym for that.
Not possible, mate!
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
I was going to add this, but then realized someone like me would just hold it down 24/7, so I'll add a refreshing time limiter to itso you can't cheat and keep the button pressed down.
Sounds good. Can't wait to see it!
Added in the latest update; also note that the control keys are now t g h f to move, z to fire, and x to toggle sprinting.
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
It supposed to be a soldier from overhead viewYeah, I dont know *exactly* how to make it follow the mouse, but I'm pretty sure that it can be done with an X/Y mechanism and material velocity...
I tried to attach some thrusters to the big circle, but simply couldn't get enough thrust before my brain became overly pessimistic about the thrusters blowing up. Maybe make the key decrease the airFrictionMult of that box really low as well as turning on the thruster? Hmm, maybe I should upload that thruster...![]()
If your going to add the thruster, I would add a couple of lasers that turn down the airfrictionmult of the player (green circle--the airfriction is pretty high ATM) when the thrusters are enabled, and turn it back up when they are not enabled.
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Yes, I'm still working on it...
Maybe only hinge them to the background? So the infinite speed of -inf airFrictionMult you like to use will drag it away?
Fixed it
Hmm... will the grenedes ricochet? They should...
Right now I'm working on it, and I've added grenades, and I can only get them to explode on-collide ATM. I do have the infrastructure for time-triggering put in place, but I haven't figured out quite how to make it work...
Spawn a scripted laser with 1 maxRays in a partially transparent geom. Should work.
I may be good, but not that good. I'll work on it.
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
"FOR" loop? Vas is das!? I know it exists in algodoo, I swear I just saw it SOMEWHERE... Yes, I'm still working on the heterocollide-grenade spawning stuff...
I meant the shotgun. And it's something like
- Code: Select all
for 30(i){blahblah}
That's what happens when I post at ~10 PM...
Hmmm... I'll have to gain some experience in FOR loops before I implement it.
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
Only Chuck Norris, Kilinich, and Matthias Wandel will survive the zombie apocalypse. Oh and maybe Paradigm and Conun.
Yes, Matthias Wandel would build an automatic machine-gun-firing robot, and Kilinich would program it. Or maybe Matthias would just program it himself...
Nah, he would do it mechanically, Conundrumer-style. And Kilinich would edit the zombies' oncollide menu![]()
And, I want the walls to collide with the lasers on the NMEs.
But then the NME would point at the wall and get stuck... I think if I set the controlleracc of the walls to Pi, than I can usein the laser object detection code, so that it ignores the walls, but can't see through them...
- Code: Select all
{controlleracc == 3.1415926535} ? {scene.my.o1d=2} : {all the rest of the object-seeking code goes here, I'm too lazy to go and copy/paste it}
Sounds good, but how are you going to spawn multiple NMEs if they all use the same scene.my variables?
Maybe change the collideSet of the laser when it hits the proper controllerAcc, so it will collide with a box on the NME, which changes its own collision layers, so it collides with "the Brain", informing "the Brain" that the laser has hit the proper controllerAcc. Oh, and I suggest using math.pi.
Some-what related, but do you know how to use the math.floor() function-- I need it for the sprinting limiter, damage percentages, ect...
Also does anyone know if there is a 'condition' function? Like instead of writing alot of if-then satements you could say something like
- Code: Select all
{condition==5} ? {blargh, code goes here} : { condition == 8} ? {more blargh, different code goes here} : { condition == 3.1415926535} ? {Whoa, I'm using Pi as a space filler! another code goes here} ECT, ECT, ECT
It would be very useful...
Yes! WE NEED ELSE-IF STRUCTURES!!!
Ohh yes. Lots of them.
Also, If I were to add an easter egg (hehehehehehehe), should it be a Shoop-Da-Whoop at the end of the level, The Holy Hand Grenade from Monty Python, a hyper-powered sandwich blaster, or a THIS IS SPARTAAAAAAAAAAAAAAAA when the user first sees the NME?
All of them!
Definitely going to add some once I get to version 2.0
Hmm, maybe we can turn this post into the longest in the history of the world! But Grady's probably got us beat...
Grady... has the rest of the world beat. By several hundred pages.
Also, did you see my question on tracer-spawning? It's in the thyme section; I can't get the (insert rude language here) thing to work!
-

TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: RPG game beta
TC42 wrote:To continue the massive quote-response:
Yes, keep it up. Until Tatt gets mad.
Ahh, so an NME is a player controlled by the computer. What's it stand for?
Pronounce it aloud! N-M-E! (my shorthand...)
Hmm... I've got to find a backronym for that.
Not possible, mate!
Still tryin', mate. And we need NMEs that actually follow you and shoot. Not too hard I guess, attach thrusters to the current version. And fixate the materialVelocity boxes to +inf inertiaMultiplier.
Anyway, I have added hyper-drive. Hold X to go faster. That is, really fast.
I was going to add this, but then realized someone like me would just hold it down 24/7, so I'll add a refreshing time limiter to itso you can't cheat and keep the button pressed down.
Sounds good. Can't wait to see it!
Added in the latest update; also note that the control keys are now t g h f to move, z to fire, and x to toggle sprinting.
Will download tonight.
And I couldn't figure how to make the tank itself follow the mouse. I tried to attach some Kilinich-inspired collision thrusters(the type that inspired his new C-Wing), but the thing barely moved.
It supposed to be a soldier from overhead viewYeah, I dont know *exactly* how to make it follow the mouse, but I'm pretty sure that it can be done with an X/Y mechanism and material velocity...
I tried to attach some thrusters to the big circle, but simply couldn't get enough thrust before my brain became overly pessimistic about the thrusters blowing up. Maybe make the key decrease the airFrictionMult of that box really low as well as turning on the thruster? Hmm, maybe I should upload that thruster...![]()
If your going to add the thruster, I would add a couple of lasers that turn down the airfrictionmult of the player (green circle--the airfriction is pretty high ATM) when the thrusters are enabled, and turn it back up when they are not enabled.
I've got this figured out. I will use a scripted circle to change its collideSet to collide with the green circle to change its air FrictionMult.
I noticed that the enemy tank leaves behind a couple impenetrable invisi-boxes.
Yes, I'm still working on it...
Maybe only hinge them to the background? So the infinite speed of -inf airFrictionMult you like to use will drag it away?
Fixed it
Good. I discovered that hinging them to the background works.
Hmm... will the grenedes ricochet? They should...
Right now I'm working on it, and I've added grenades, and I can only get them to explode on-collide ATM. I do have the infrastructure for time-triggering put in place, but I haven't figured out quite how to make it work...
Spawn a scripted laser with 1 maxRays in a partially transparent geom. Should work.
I may be good, but not that good. I'll work on it.
I don't know how to spawn a laser, but you can easily give a geom a fixed geomID, and attach a laser to that. If necessary. Copy-paste a laser into the appearance menu of a box.
Several billion IF statements is probably an overstatement. And there is some way to do a FOR loop, but I don't know how to do it. And the best way to get several random directions would be to let the bullets collide with each other. Without self-annihilation.
"FOR" loop? Vas is das!? I know it exists in algodoo, I swear I just saw it SOMEWHERE... Yes, I'm still working on the heterocollide-grenade spawning stuff...
I meant the shotgun. And it's something like
- Code: Select all
for 30(i){blahblah}
That's what happens when I post at ~10 PM...
Hmmm... I'll have to gain some experience in FOR loops before I implement it.
I know davidz40's wireless communication thing uses a FOR loop. Look at that.
A human marksman might miss, but a Kilinich-powered robo-marksman would be much less likely.
Only Chuck Norris, Kilinich, and Matthias Wandel will survive the zombie apocalypse. Oh and maybe Paradigm and Conun.
Yes, Matthias Wandel would build an automatic machine-gun-firing robot, and Kilinich would program it. Or maybe Matthias would just program it himself...
Nah, he would do it mechanically, Conundrumer-style. And Kilinich would edit the zombies' oncollide menu![]()
Zombies have onCollide menus?And I would think that Matthias would build a robot with a camcorder, a trigger finger, and a bunch of servos. The camcorder feed would input into a K-program, which would simultaneously recognize zombies, move and fire the [machine] gun and move the camera accordingly.
And, I want the walls to collide with the lasers on the NMEs.
But then the NME would point at the wall and get stuck... I think if I set the controlleracc of the walls to Pi, than I can usein the laser object detection code, so that it ignores the walls, but can't see through them...
- Code: Select all
{controlleracc == 3.1415926535} ? {scene.my.o1d=2} : {all the rest of the object-seeking code goes here, I'm too lazy to go and copy/paste it}
Sounds good, but how are you going to spawn multiple NMEs if they all use the same scene.my variables?
Maybe change the collideSet of the laser when it hits the proper controllerAcc, so it will collide with a box on the NME, which changes its own collision layers, so it collides with "the Brain", informing "the Brain" that the laser has hit the proper controllerAcc. Oh, and I suggest using math.pi.
Some-what related, but do you know how to use the math.floor() function-- I need it for the sprinting limiter, damage percentages, ect...
Never heard of it. Search the Thyme Scripting section. And, with this method, using textureMatrix, one could, in theory, build a completely phunlet-friendly device to manage EIGHTY-ONE lasers.
Also does anyone know if there is a 'condition' function? Like instead of writing alot of if-then satements you could say something like
- Code: Select all
{condition==5} ? {blargh, code goes here} : { condition == 8} ? {more blargh, different code goes here} : { condition == 3.1415926535} ? {Whoa, I'm using Pi as a space filler! another code goes here} ECT, ECT, ECT
It would be very useful...
Yes! WE NEED ELSE-IF STRUCTURES!!!
Ohh yes. Lots of them.
At this point, all I know is to put another nested IF structure in the final block in the first IF structure. If A == 1, do this. If not, check if A == 2, and if so, do this. If not, check if A == 3, and if so, do this. If not...
Also, If I were to add an easter egg (hehehehehehehe), should it be a Shoop-Da-Whoop at the end of the level, The Holy Hand Grenade from Monty Python, a hyper-powered sandwich blaster, or a THIS IS SPARTAAAAAAAAAAAAAAAA when the user first sees the NME?
All of them!
Definitely going to add some once I get to version 2.0
I notice that you said "at the end of THE level". I WANT MULTIPLE LEVELS! I know that this is possible with a .phi file, and I don't know how to do it, but Kilinich does.
Hmm, maybe we can turn this post into the longest in the history of the world! But Grady's probably got us beat...
[/color=#4000FF]Grady... has the rest of the world beat. By several hundred pages.[/color]
Sigh... And Tatt probably will get mad long before we get anywhere near close.
Also, did you see my question on tracer-spawning? It's in the thyme section; I can't get the (insert rude language here) thing to work!
I did not see it, could you give me a link?
Ohh, this is going to be so epic...
EDIT-
Now, hold S to chase the mouse.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
-

Someone Else - Posts: 1147
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