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Re: Com (unit) napping

Posted: 11 Mar 2010, 13:58
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?

Re: Com (unit) napping

Posted: 11 Mar 2010, 14:20
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 14:31
by Jools
How about a rock-scissor-bags game against the napper then? That would be cool. Although I like the pacman too...

Re: Com (unit) napping

Posted: 11 Mar 2010, 14:46
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:09
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 :)

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:11
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:19
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:28
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'

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:34
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...

Re: Com (unit) napping

Posted: 11 Mar 2010, 15:37
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

Re: Com (unit) napping

Posted: 11 Mar 2010, 16:02
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 16:15
by manolo_
cmon dudes u all forgot one simple thing - we have a new lua-slave for xta
hooray for zwzsg

Re: Com (unit) napping

Posted: 11 Mar 2010, 16:59
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 17:04
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?

Re: Com (unit) napping

Posted: 11 Mar 2010, 17:05
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

Re: Com (unit) napping

Posted: 11 Mar 2010, 17:23
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

Re: Com (unit) napping

Posted: 11 Mar 2010, 17:25
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

Re: Com (unit) napping

Posted: 11 Mar 2010, 18:03
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

Re: Com (unit) napping

Posted: 11 Mar 2010, 19:52
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.

Re: Com (unit) napping

Posted: 11 Mar 2010, 20:03
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