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Author Topic: [0.34.11] Necromorphs! 0.2 a mod based on Dead Space [DEAD]  (Read 9047 times)

Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #15 on: July 13, 2012, 03:18:41 pm »

thanks for making that and i was actually wondering why dwarves managed to kill them by strangling while arena testing them lol the only thing im wondering is that why werent they added because i just copy pasted everything from a zombie and removed and added few things
im going to change that thing a bit so you need to remove legs too.
« Last Edit: July 14, 2012, 03:26:33 am by Cheesoburgor »
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NineFourEightSeven

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #16 on: July 13, 2012, 03:24:27 pm »

But zombies aren't a creature, they're a reaction to an interaction.

What exactly do you mean by "why weren't they added?"
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #17 on: July 13, 2012, 03:25:37 pm »

@Cheese saw you asked a question the in the source. Saddly I'm not a weapons expert, I know increasing MAXVEL on a ranged weapon makes the projectile fly faster, perhaps doing more damage. Also the ATTACK token on AMMO helps to adjust it too.
I hope someone can answer your Q in the source.

@9487
See THOUGHT when damaged causes a Knockout, where-as a head does not, but making each blade a HEAD has the issue of BPs that connect to HEAD types to get put on that BP as well :/ which means more custom stuff for the creature. I'm sure a hydra doesn't die if it looses 1-6 heads.

I'm a bit rusty on multi head creatures.
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #18 on: July 13, 2012, 03:29:41 pm »

1.  im meaning tags that are added when zombies are created from corpses via interaction
2.  im meaning tags that are added when zombies are created from corpses via interaction
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #19 on: July 13, 2012, 03:31:07 pm »

@Cheese saw you asked a question the in the source. Saddly I'm not a weapons expert, I know increasing MAXVEL on a ranged weapon makes the projectile fly faster, perhaps doing more damage. Also the ATTACK token on AMMO helps to adjust it too.
I hope someone can answer your Q in the source.

@9487
See THOUGHT when damaged causes a Knockout, where-as a head does not, but making each blade a HEAD has the issue of BPs that connect to HEAD types to get put on that BP as well :/ which means more custom stuff for the creature. I'm sure a hydra doesn't die if it looses 1-6 heads.

I'm a bit rusty on multi head creatures.
i was expecting that something like that would happen but dont bodyparts connect to bodypart head rather than tag?
« Last Edit: July 13, 2012, 03:35:27 pm by Cheesoburgor »
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NineFourEightSeven

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #20 on: July 13, 2012, 03:32:24 pm »

A creature has to lose all of its thought parts to die. Luckily, damaging the arms is only sometimes a knockout, usually it just makes them stumble.

Wow, that would be a really good idea for a boss creature, having to break shield parts to get to all the brain parts, but that's off topic.
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #21 on: July 13, 2012, 03:37:04 pm »

off topic time 2! that boss would be cool for sure
« Last Edit: July 14, 2012, 03:25:32 am by Cheesoburgor »
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #22 on: July 14, 2012, 03:23:44 am »

I have no idea how to make the blades sharp, so you'll have to ask someone else for that.
i already figured it out myself
Spoiler (click to show/hide)
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #23 on: July 14, 2012, 03:32:00 am »

now its time to do !!!SCIENCE!!! with bodyparts
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #24 on: July 14, 2012, 05:09:22 am »

okay now i have the bodyparts and other things made now i just need to know how do i link attack to custom bodypart
Necromorph
Spoiler (click to show/hide)
body
Spoiler (click to show/hide)
« Last Edit: July 15, 2012, 06:23:30 am by Cheesoburgor »
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #25 on: July 14, 2012, 11:41:04 am »

That thing looks like it would get knocked out if it stubbed it's toe lol :P how's it work in tests?
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #26 on: July 14, 2012, 12:50:59 pm »

That thing looks like it would get knocked out if it stubbed it's toe lol :P how's it work in tests?
actually pretty good it hasn't been knocked out in arena testing so far against legendary candy gaylords axelords and it works as intended and dies after all body parts are destroyed. but please answer my guestion   ;D
« Last Edit: July 15, 2012, 06:27:49 am by Cheesoburgor »
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #27 on: July 14, 2012, 01:27:02 pm »

[ATTACK:SLASH:BODYPART:BY_CATEGORY:BLADE_LOWER]

going by your DERPY and HERPY limbs (which are the blades) now you just need to fill out the stats
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Cheesoburgor

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #28 on: July 16, 2012, 03:33:38 am »

ok now i have new problem. every time i attack with blades or someone attacks them the attacks just ''pass through''

« Last Edit: July 16, 2012, 03:55:34 am by Cheesoburgor »
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Hugo_The_Dwarf

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Re: Necromorph mod 0.0.1 (help needed)
« Reply #29 on: July 16, 2012, 11:56:42 am »

They have to tissues, so basically they are made from air.

EDIT:
also how is your natural skill MODDING:16 :P
if you forgot about tissues? hehehe
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