Com (unit) napping - Page 6

Com (unit) napping

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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Com (unit) napping

Post by manolo_ »

idea:
quick time event instead of pacman e.g. popups of keys u have to push (5 correct in a row)

question:
how much dmg will the com take, if he destroys the trans with his mighty belly?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Com (unit) napping

Post by zwzsg »

Just NO!

Simon is the worst game ever, I cannot stand it, and the resurgence of it in modern console games is an heresy to the very essence of gaminghood.
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Jools
XTA Developer
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Re: Com (unit) napping

Post by Jools »

How about a rock-scissor-bags game against the napper then? That would be cool. Although I like the pacman too...
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Com (unit) napping

Post by Pxtl »

... why not just have units trapped inside an enemy transport deal their DPS automatically? Not as fancy, but it would make perfect sense and be visible to the user as the health counts down.
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manolo_
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Re: Com (unit) napping

Post by manolo_ »

Pxtl wrote:... why not just have units trapped inside an enemy transport deal their DPS automatically? Not as fancy, but it would make perfect sense and be visible to the user as the health counts down.
and when hp=0, unit and transport dies?
How about a rock-scissor-bags game against the napper then? That would be cool. Although I like the pacman too...
i liek this idea :)
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zwzsg
Kernel Panic Co-Developer
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Re: Com (unit) napping

Post by zwzsg »

Pxtl wrote:... why not just have units trapped inside an enemy transport deal their DPS automatically? Not as fancy, but it would make perfect sense and be visible to the user as the health counts down.
Way to kill the joke, Pxtl.
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Pxtl
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Re: Com (unit) napping

Post by Pxtl »

Jools wrote:How about a rock-scissor-bags game against the napper then? That would be cool. Although I like the pacman too...
Crap, I need to port Iocane Powder (http://www.ofb.net/~egnor/iocaine.html) to a Lua widget.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Com (unit) napping

Post by zwzsg »

Jools wrote:How about a rock-scissor-bags game against the napper then?
The napper already proved his skills by performing the kidnapping in the first place. Like I already said, the napper should not be annoyed by silly games, he has other micro to do. The napped, on the other hand, deserve this interruption of normal playing course for being too nub in the first place.

Plus, the commander represent YOU, the player. When the commander is thrown in dark damp cargo bay, so are you and your controls. Not your enemies'
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

babbles wrote:
Gota wrote:
babbles wrote:That's awesome n stuff, (no really it is).

but I can still do the unload/load with repeat on trick...
You repackaged xta to test this?
No, but logically if I nap a comm and 20 seconds later it jumps out, surely if I put repeat on, load area unload area the timer will be reset and the comm trapped in a loop of napping/unloading


Unless he d gun's the transport during the load/unload process in which case he'll kill himself...
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: Com (unit) napping

Post by Tribulex »

zwzsg you are such a cool dude. just fyi often the commander gets ejected and THEN dguns, which doesnt seem right. Seems to be due to having trouble aiming while flying through the air.

Make the game easier too.


BTW can I use your codes in xta gui? that way our mods are compatible :D
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zwzsg
Kernel Panic Co-Developer
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Re: Com (unit) napping

Post by zwzsg »

babbles wrote:
Gota wrote:You repackaged xta to test this?
You do not have to repackage XTA, I posted a nice mutator with even a mission versus an AI set up to constantly nap you: XTA96_JailBreak2.sd7

babbles wrote:Unless he d gun's the transport during the load/unload process in which case he'll kill himself...
Tribulex wrote:just fyi often the commander gets ejected and THEN dguns, which doesnt seem right.
I did not touch the transports, so the commander cannot fire while transported. So indeed the commander fire after being ejected. I just enqueue a D-Gun order to the position the transport was at, and when the commander flies too far, it takes several seconds before it actually get back to a position he can fire. If you don't like that, you can simply remove the GiveOrderToUnit, but a little random d-gunning in the middle of your base adds a nice touch to the mayhem imo. 8)

I thought about force-emitting a D-Gun shot, but there's no Lua command to create a shot from scratch, the closest there is is that emit-sfx in UnitScript which still requires the piece of a unit with a D-Gun weapon. I though about looking up the CEG of the third weapon of the kidnapped unit, and emitting that, which would look like a d-gun if not being one, then I recalled a weapon may emit CEG multiple times, and it would be too much trouble for something that wouldn't be noticed much anyway. Linking comm napping to pacman minigame took about as much time and is way more spectacular.

Tribulex wrote:BTW can I use your codes in xta gui? that way our mods are compatible :D
What XTA gui? I didn't code the XTA gui! Didn't even touch it or interface with it. All the codes in that mutator are mod-agnostic. The only exception being the filename of the changelog/readme.
Tribulex wrote:zwzsg you are such a cool dude.
Not really, I enjoy looking at explosions like everybody else.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Com (unit) napping

Post by manolo_ »

cmon dudes u all forgot one simple thing - we have a new lua-slave for xta
hooray for zwzsg
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

You don't get what I'm say.

Imagine this.

I commnap you, and then set area load, area unload, and slap repeat on.

Now your Commander continuously gets napped and unapped, making him unable to do the Pac-Man thing or break out at all.

Only way to get out is to destroy the transport (which will be nicely sercure) or D gun the transport within the 1-2 seconds the Comm is unload before it is loaded (this is repeated).

Now, with this Pac-man thing the user will be unable to select the Commander and que d gun before it gets napped.

Before, if they could, the comm died as when the D gun hit the Comm was being transported to the cargo bit, this now won't happen.

So yeah, get it?

Edit: This now allows me to stand there with my Commander capturing yours without you being able to do anything about it beyond breaking my defencive line.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Com (unit) napping

Post by zwzsg »

Before, if they could, the comm died as when the D gun hit the Comm was being transported to the cargo bit, this now won't happen.
Ah yeah, forgot shots do not travel instantly.
Now, with this Pac-man thing the user will be unable to select the Commander and que d gun before it gets napped.
Why?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

Because they'll be too busy going OOOH PAC MAN, trying to do it and not have their concentration on the Commander.

Also the pac-man will keep getting interrupted, restarted etc
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manolo_
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Re: Com (unit) napping

Post by manolo_ »

now u know why babbs is our hexx0r :D.

solution: increase the loading time of enemys by a trans. also the com should stayed unharmed, while its not 100% within the trans
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Com (unit) napping

Post by babbles »

manolo_ wrote:now u know why babbs is our hexx0r :D.

solution: increase the loading time of enemys by a trans. also the com should stayed unharmed, while its not 100% within the trans

Lol, that would just make the hover transport 100 times less OP
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Com (unit) napping

Post by manolo_ »

babbles wrote:
manolo_ wrote:now u know why babbs is our hexx0r :D.

solution: increase the loading time of enemys by a trans. also the com should stayed unharmed, while its not 100% within the trans

Lol, that would just make the hover transport 100 times less OP
i thought that was the goal :D
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Com (unit) napping

Post by JohannesH »

babbles wrote:
manolo_ wrote:now u know why babbs is our hexx0r :D.

solution: increase the loading time of enemys by a trans. also the com should stayed unharmed, while its not 100% within the trans

Lol, that would just make the hover transport 100 times less OP
Does that mean that it'd still be OP? Just to a lesser extent.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Com (unit) napping

Post by knorke »

coooooooooooooooool it works.
but at first it took 2 minutes of screen freeze to load everything or something.

super awesome :shock: :shock:


Tonight there's gonna be a jailbreak
Some of us won't survive
See the bois and me we mean business
Bustin' out dead or alive
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