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Messages - ArmyUnit

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2896
Modification Help / Re: The Bug & MAS Mods
« on: November 08, 2012, 07:27:31 PM »
Guys, this here is the Guard Bug STUMPY:



Because his legs are short and stumpy, and he doesn't move. You know, like a stump.  :cookieMonster:

I'm still unsure whether I want to use the version shown above or the following version:






As usual, (most of) the nasty triangulation will not appear ingame.
Also, I'm not sure I like the double jaw thing. Opinions?

2897
Modification Help / Re: The Bug & MAS Mods
« on: November 08, 2012, 05:26:00 PM »
Not this weekend, no. Sorry about that :S

I'm working on the Bug Queen's Guard Bugs (turrets) for this week, and next week I might finish up the Blue Wasp.

2898
Off Topic / Re: Make a robot out of your name
« on: November 07, 2012, 08:39:53 PM »
Um...



I can breeeeath

2899
Games / Re: Nostalgia bomb
« on: November 07, 2012, 01:04:16 AM »
AAAAAA the nostalgia is overwhelming

Putt-Putt Goes to the Moon was me favorite of them all, by far.

2900
Off Topic / Re: Obama was re elected
« on: November 06, 2012, 11:56:08 PM »
communism works if we replace humans with tellitubbies.

brb sig'ing

2901
Games / Re: Dota 2 Megathread
« on: November 06, 2012, 10:47:04 PM »
Me I want an invite

mkay sending

ANYONE ELSE BEFORE I EAT THE REMAINING TWO INVITES?

2902
Off Topic / Re: cute animals: the megathread
« on: November 06, 2012, 09:41:21 PM »
Firefly larva are adorable. <<33




2903
Off Topic / Re: cute animals: the megathread
« on: November 06, 2012, 09:38:49 PM »




Moths <3

2904
Games / Re: Dota 2 Megathread
« on: November 06, 2012, 08:10:26 PM »
So Steam sent me three Dota 2 beta invites.

Who wants in?

2905
This is why I almost never take naps.

2906
Modification Help / Re: Tombland - Public testing ended.
« on: November 06, 2012, 03:18:31 PM »
PRETTY COOL RIGHT??



Anyway this project looks amazing and you should feel amazing.

2907
Modification Help / Re: The Bug & MAS Mods
« on: November 05, 2012, 09:35:18 PM »
That's the T+T Lead Pipe weapon. Looks green with that lighting, for some reason :P

2908
Off Topic / Re: Yourself Vs. The Above user: Who wins?
« on: November 05, 2012, 07:50:07 PM »
:(

Nothing beats pyramid cat.

2909
Forum Games / Re: Avatar Rating
« on: November 05, 2012, 07:18:47 PM »
10/10 because beards

2910
Modification Help / Re: The Bug & MAS Mods
« on: November 05, 2012, 07:15:53 PM »
Necron playertype plus Battle Droid playertype = Random robot army, add some rouge ASNs and we got shinies :D

I might actually do this.

ARGH.... I am so close to getting some things to work... But this bloody error keeps popping up. (CODE RELATED)
I am giving up for today.

Done:
- System to only allow Power Suit Playertype players to pick up Power Suit weapons.
  - Configured the rifle of the Power Suit to work with this system.
- Power Suit spawns in standby mode, wakes up when someone mounts it, goes to standby when unmounted.
Not done:
- Started on a support script called Support_ControlledMounts, this allows for a better control over your mech.
  - Seperate inventory when you get into the mech, gets saved on unMount. (95%)
    - Picking up items for the mech is a bit impossible right now, almost fixed.
      Now you can pick it up a lot of times.... Woops, well at least you pick it up! :D
  - You actually control the mech itself, instead of just being in the driver seat, this allows you to crouch, sit and all that stuff.
    - Crouching is bugged (Blockland glitch, crouching when your own datablock is the Power Suit isn't bugged), can't uncrouch.
      Working on it. ???%
    - Can't sit. Working on it. ???%
    - Weapons you equip, equip to the player instead of the Power Suit.
      Haven't started on this, i want to fix the whole inventory first.

As you can see, a lot of nice things that will make the Power Suit superior over the other so called 'mechs' IMO. >:)

:O

All looks great so far!

Of course we try to keep it low on datablocks.

The creation of bosses excluded. :X



Changelog tiem:



==BALANCE==

   +Reduce the health of sentries from 150 to 100


==TRENCHDIG==

   +Added another capturable bug area (sand cave)  <-- When an enemy caps this point, the Scorpion, Sand Parasite, and Tick will be disabled
   +Updated the MAS vent breaking system  <-- Saves on named bricks  C:
   +Moved the shotgun class to the heavy weapons group
   +Moved the bullpup class to the standard group
   +Added the IceAxe to the assault rifle class display

==MISC==

   +Shorten the standing bounding box height of the Sand Parasite SLIGHTLY
   +Removed some detail from the zapper and Orb launcher weapon models (unneeded detail. You won't even notice it missing)
   +Added a look animation to the Scarab-Wasps



The look animation for the Scarab-Wasp isn't that noticeable. It's kinda just--





that. It blends very nicely with the other animations, which is really great. :)


Also, some pictures from awhile ago:








(Sometimes, loading the build looks neat)

And finally, here is the new Powerplant:









(Touching the glowy areas will give you a shockingly amazing experience! C:

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