Edited by Lord of the Rings Junkie, 08 February 2008 - 05:38 AM.
Stargate Mod
#302
Posted 09 February 2008 - 03:21 AM
I have a special power for teal'c and for daniel.
for teal'c: he should have a jaffa disguise that allows him to blend in with other jaffa.
for daniel at like level 6 or 7 corresponding with the season he ascended: he should have an ascend toggle that operates on a timer giving him the ability to go anywhere or be anywhere, but not interfere. so no attack or be attacked.
or alternately the ascend is permanent unless you try to attack with him. and it resets daniel back to unascended and level 1.
what do you think?
#303
Posted 09 February 2008 - 11:45 PM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#304
Posted 10 February 2008 - 07:59 AM
My current projects: Wars of The East, Project Siege
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99% Fat Free.
#305
Posted 10 February 2008 - 03:16 PM
#306
Posted 10 February 2008 - 04:14 PM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#307
Posted 10 February 2008 - 04:18 PM
true, oh so true. But it's nice to see some good art.My point that it's still probably needlessly complicated coding for somthing which really really (yes kids, Palantir images DON'T matter overmuch) doesn't matter.
which reminds me, why haven't you answered my question earlier?
@Lotr junkie: i was wondering what kind of images you'd like...
since some of the goa'uld gods images are a bit weird.
for example: you want them when they use their powers or when they seem to just look at someone.
Edited by Taralom, 10 February 2008 - 04:21 PM.
please take note that, until further notice, I don't care, so get lost.
#308
Posted 10 February 2008 - 05:56 PM
#309
Posted 10 February 2008 - 06:54 PM
Probably when they just seem to look at someone, head-shots are best. Certain things should be avoided, like I wouldn't want Apophis' portrait to be post Sokar when he had all the damage to his face. It's ok if their eyes are glowing, that might be kind of cool. (Not a requirement, just saying it's ok.)true, oh so true. But it's nice to see some good art.My point that it's still probably needlessly complicated coding for somthing which really really (yes kids, Palantir images DON'T matter overmuch) doesn't matter.
which reminds me, why haven't you answered my question earlier?
@Lotr junkie: i was wondering what kind of images you'd like...
since some of the goa'uld gods images are a bit weird.
for example: you want them when they use their powers or when they seem to just look at someone.
@NJM: I agree with Dain and the others that level dependent HPs (Hero Portraits) seems way too complicated. I understand what you're saying about how the characters evolved and changed throughout the series, but I'm just going to have to choose one look for each character and stick with it. FYI, Jack will have grey hair.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#310
Posted 10 February 2008 - 10:35 PM
#311
Posted 11 February 2008 - 10:28 AM
i'm going to check the format.
please take note that, until further notice, I don't care, so get lost.
#312
Posted 11 February 2008 - 10:34 AM
My current projects: Wars of The East, Project Siege
--------------------------------------
99% Fat Free.
#313
Posted 11 February 2008 - 12:46 PM
Pin the time period down. It's not like LOTR where a costume change where you put on armour is a logical one to make within a battle.
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#314
Posted 18 February 2008 - 06:02 PM
Lol, Goa'uld nanites! Remember that episode? "Brief Candle"So if he leveled up rapidly he'd age rapidly in a single fight? Must be some ancient weapon!
I'm going to take a break from this for a while. It's been a ton of work and I feel like I need to spend some time on teaching myself animation right now. Everybody keep the ideas and discussion coming though, I find your input very useful. Hopefully when I start working again I can get things to a point where I can get hosted.
Edited by Lord of the Rings Junkie, 18 February 2008 - 06:10 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#315
Posted 18 February 2008 - 07:36 PM
i'll send you my work by pm.
still figuring out how to make it look great.
when i'm done with that i can start mass production
please take note that, until further notice, I don't care, so get lost.
#316
Posted 18 February 2008 - 09:53 PM
That's actually the only episode I've seenLol, Goa'uld nanites! Remember that episode? "Brief Candle"So if he leveled up rapidly he'd age rapidly in a single fight? Must be some ancient weapon!
#317
Posted 20 February 2008 - 05:09 PM
The way I see it working is this way:
1. Click the command button for the claymore on the munitions expert unit.
2. This will give you a ghost model of the mine along with a decal showing the spray pattern to place on any pathable location. (The mine is rotated with the mouse scroll wheel just like when placing a building.)
3. The munitions expert goes to the location and plants the mine.
4. The mine object itself will be selectable and have a detonate command button that is set to auto-cast by default, which is scripted to go off when a certain amount of enemies are near. The player can turn off the auto-casting for precise control of when to detonate.
My only concern is how to get an AI player to rotate the mine in a useful direction. For buildings this is all taken care of in BSE files. Anyhoo, what do you guys think?
Fun factoid: An M18 Claymore has a spray arc of 60 degrees and is lethal at 50 meters. Coding-wise, the mine weapon will be similar to Gandalf's wizard blast.
Edited by Lord of the Rings Junkie, 20 February 2008 - 05:13 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#318
Posted 23 February 2008 - 12:54 AM
#319
Posted 23 February 2008 - 04:36 PM
DamageNugget; A basic Nugget that just does damage Damage = M_GANDALF_FORCE_ATTACK_DAMAGE DamageArc = 75 (Change this to 60 degrees) Radius = 110.0 (Change this to approximate 50 meter kill range) DamageType = MAGIC DamageFXType = MAGIC DeathType = EXPLODED DamageSpeed = 700.0; must match the ShockWaveSpeed below End MetaImpactNugget; A Nugget that throws things back with force ; HeroResist = .75 ShockWaveAmount = 70.0 ShockWaveArc = 75 (Change this to 60 degrees) ShockWaveRadius = 110.0 (Change this to approximate 50 meter kill range) ShockWaveTaperOff = 0.75 ShockWaveZMult = 1.000 ShockWaveSpeed = 700.0 End EndI've already determined that coding-wise the demolitions expert unit will be just like a porter, but the command buttons will be in the palantir. Hmm, perhaps I could place the mines for the AI on the map like a farm template...
C4 will work pretty much the same way but not directional.
Edited by Lord of the Rings Junkie, 23 February 2008 - 05:42 PM.
Sinome maruvan ar Hildinyar
tenn' Ambar-metta!"
Don't come between The Lord of the Rings and its junkie!
#320
Posted 28 February 2008 - 11:50 PM
heres and Idea for a power for the free jaffa
Needle threader: summons the needle threader glider to the battle field for air support ( of course it would come from the gate)
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