Poll

What to focus on first?

Polish and mod completion (add special functionality to bugs and stuff that have been needing it)
Finish and release the MAS Magma Exo-suit
Finish the MAS Scarab-Wasp playertypes
Create more ASN (robotic) playertypes
Finish up and release the currently exsistant but unrelased bugs (the Tremormites, the two spiders, BugMod 3, ect)
Work on the remainder of the wasps
Work on new bugs!
Create more MAS weapons/suits/items/ect

Author Topic: The Bug & MAS Mods (Server coming maybe)  (Read 735405 times)

Consider something like a 3 team DM or something.
Team 1: Government army, blames MAS of triggering this apocalyptic future while fighting off these buggers.
Team 2: MAS army, tries to eliminate all buggers and other enemies.
Team 3: Bug(ger)s, tries to eat everything. Nomnomnom.

Maybe a 3 team CTF or whatever.

That way you can also be creative with different kinds of human classes without overpowering the one human team too much (because there are 2 human teams now).
Why not team corrupt stupid angry robots of MAS destruction?

Why not team corrupt stupid angry robots of MAS destruction?
Then i rather would like to see the Battle Droid playertype used as a replacement for Government army.
It would be some unknown droid army (probably produced by some other company).

Sounds good enough to me.
Hopefully you will get it done when you get it done. :3
Well.. Of course it will be done when it is done. :P
I hope to get everything working before Trinity is done with his "MAS City Collab 14 mission".

My latest idea to let you guys play with it a bit when it's done was to host something with the Collab City build.
But Trinity was inb4. :P
So yeah, that is probably the first time you guys get to play with one of my favorites, the Power Suit. :)
(I like mechs, especially such mechs (it's like controlling a bigger you with more protection and of course, MORE POWER))
« Last Edit: November 05, 2012, 06:13:18 AM by lordician »

Then i rather would like to see the Battle Droid playertype used as a replacement for Government army.
It would be some unknown droid army (probably produced by some other company).

Necron playertype plus Battle Droid playertype = Random robot army, add some rouge ASNs and we got shinies :D

Sounds good enough to me.Well.. Of course it will be done when it is done. :P
I hope to get everything working before Trinity is done with his "MAS City Collab 14 mission".

My latest idea to let you guys play with it a bit when it's done was to host something with the Collab City build.
But Trinity was inb4. :P
So yeah, that is probably the first time you guys get to play with one of my favorites, the Power Suit. :)
(I like mechs, especially such mechs (it's like controlling a bigger you with more protection and of course, MORE POWER))
I've not gotten much progress on it yet, also if ya wanna toss in input or a build section jus lemme know and I can host a passcode server. The biggy I'm still fighting over is trying to decide how I want to make it so land/air pilots can have exclusive access to the Powersuits/Gunships/Transports. Probably will wind up making some EDF-style dropship containers that will act as the spawns on the cliff, and then they'll drop down/fly off from there.

And yes, the Powersuit is boss but I's yet to see a version with it's gear, so that admittedly didn't help my concepts and ideas for it. Admittedly the biggest reason why I'm kinda being slow is I don't want to go too far on the vehicle-based maps without at least the Blue Wasp. As scaled-up Worms, Scorpions and so on could technically work as a soft anti-land counter, Blue Wasps meanwhile would be the really required bits for anti-Gunships.

Seperate teams with same color alliance?

Or eventing, should be do-able with events too.
onVehicleEnter - Player - VCE_ifVariable [type] [==] [pilot]
onVariableFalse - Player - Dismount
onVariableFalse - Client - Bottomprint [Only Pilot classes are allowed to fly.]

Don't forget to SET the type of the players when they select a class. :)

Seperate teams with same color alliance?

Or eventing, should be do-able with events too.
onVehicleEnter - Player - VCE_ifVariable [type] [==] [pilot]
onVariableFalse - Player - Dismount
onVariableFalse - Client - Bottomprint [Only Pilot classes are allowed to fly.]

Don't forget to SET the type of the players when they select a class. :)
Not worked with VCE before, but again, that'd be tricky when a MAS Transport comes to mind, unless I put them in with the Jeeps and Tanks as basic piloting :S Would work for the Powersuits and Gunships though, thanks :3

I think that you can even check if the player who just mounted the vehicle is in the pilot seat or not, so yeah.
That should do some tricks right? :)

I think that you can even check if the player who just mounted the vehicle is in the pilot seat or not, so yeah.
That should do some tricks right? :)
Possiblys.

As it stands, the MAS side will be spawning at the large tunnel on the cliff (The dead-end one), so Powersuits will probably be deployed at the 180 on that road near the 'Vynil Scratch' store, because they can't fit in the tunnel past there. Gunships can be deployed on the cliff nearby or one of the larger roofs.

For the Bugs, I'm debating a fast-travel tunnel system, basicly a set of entries that the Bug team can fit and then use a tunnel hub built off to the side of the map to move about.

The biggy is I don't know what to put as the objective in this map yet :S Siege Gamemode, where MAS needs to cap all the map?

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. >:)
« Last Edit: November 05, 2012, 05:38:02 PM by lordician »

Except for the ones Army made randomly :3 Owait he never released those :S

Admittedly though, this system COULD in theory be used for some Mechwarrior inspired mechs...

Except for the ones Army made randomly :3 Owait he never released those :S

Admittedly though, this system COULD in theory be used for some Mechwarrior inspired mechs...
Mechwarrior mechs would be better off just changing the player type of the players rather than relying on being vehicle like mechs IMO.

Mechwarrior mechs would be better off just changing the player type of the players rather than relying on being vehicle like mechs IMO.
True I guess, but still, this kinda system...

The only thing I'm worried about is that this'll mean another chunk of datablocks to my server. I really should cut down on some of the shiny options I got, but I dun wanna :<

I don't and i didn't add any datablocks.
I generally only work with functions and the such. ;)

Of course we try to keep it low on datablocks.

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:

I don't and i didn't add any datablocks.
I generally only work with functions and the such. ;)

Of course we try to keep it low on datablocks.
Point I was making was more of a pun. New datablocks required cause new support and all that :P

Aw well, I got a theoretical removal I could do if needbe that's a good 3-4 add-ons related to bosses not seen yet

The creation of bosses excluded. :X

I totally blame the CrCIA Suit I have totally yet to nerf :S

I might actually do this.

Yey, I'm helping! :D

Hey Army, in the third pic you have something green in your hand, what is that thing? I'm thinking that it's ether a rocket launcher or a green pipe but idk.

Those are great pics btw.