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Author Topic: Source Fortress - Beta 0.6  (Read 5759 times)

Ze Spy

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Re: Source Fortress - Beta 0.5
« Reply #15 on: December 22, 2010, 02:09:00 am »

Well , the Hopper mines do Hop towards you while you are not looking , so just set them to a veeeeerrrryyyy sllllloooooooowwww speed
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #16 on: December 22, 2010, 03:11:07 am »

Well , the Hopper mines do Hop towards you while you are not looking , so just set them to a veeeeerrrryyyy sllllloooooooowwww speed
Already done, they're as slow as they can get without a string overload.
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #17 on: December 22, 2010, 06:44:52 am »

Now, before I forget. I was screwing around in the legends when I found this scientist. He was born into the Aperture Science town of Breakfastsomething and at age six he was kidnapped by terrorists. At age 27 he comes back to Breakfastsomething with a kill count numbering 6 rebels, 18 survivors, 3 fast walkers (big, intelligent, domestic, reptillian dog things) and 1 dog. Twist is that he's come back as part of an invading terrorist force. At some point in the fighting he shoots a scientist dead, then stabs another one in the head before shooting him too. He survives till the end of world gen.

I have to point out that Breakfastsomething appears in every second historical figure related to Aperture Science or Terrorists and has been attacked, taken, re-taken and defended from the beginning of time. Unfortunately it was destroyed by the Black Ops three years before the end of my 125 year world gen test.

I love this game!
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Naes Draw

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Re: Source Fortress - Beta 0.5
« Reply #18 on: December 22, 2010, 12:34:51 pm »

I kinda wish you could make creatures, immobile turrets couldn't be that hard otherwise.

Not sure what you mean by that. I can make creatures and I am, slowly. My experiments with Hopper Mines have shown me that fully immobile creatures are impossible at the moment.
[/quote]

I mean make them in game. 
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kerlc

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Re: Source Fortress - Beta 0.5
« Reply #19 on: December 22, 2010, 01:27:04 pm »

Now, before I forget. I was screwing around in the legends when I found this scientist. He was born into the Aperture Science town of Breakfastsomething and at age six he was kidnapped by terrorists. At age 27 he comes back to Breakfastsomething with a kill count numbering 6 rebels, 18 survivors, 3 fast walkers (big, intelligent, domestic, reptillian dog things) and 1 dog. Twist is that he's come back as part of an invading terrorist force. At some point in the fighting he shoots a scientist dead, then stabs another one in the head before shooting him too. He survives till the end of world gen.

I have to point out that Breakfastsomething appears in every second historical figure related to Aperture Science or Terrorists and has been attacked, taken, re-taken and defended from the beginning of time. Unfortunately it was destroyed by the Black Ops three years before the end of my 125 year world gen test.

I love this game!
you know,  Aperture Science has some really neat towns... like CAKEVILLE. no, seriously, this name popped out a couple of times in the legends section in my world. it had a long and bloddy war with rebels from Liefireholm and some combines.

wich is odd, since CAKE is a Lie.

juuust kidding. wich race does the player play as again?

and, wich weapon uses pulse sprays?
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The Scout

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Re: Source Fortress - Beta 0.5
« Reply #20 on: December 22, 2010, 06:40:42 pm »

The version I downloaded doesn't have TF2 stuff.
Edit: The download doesn't seem to have anything about TF2 in it.
« Last Edit: December 22, 2010, 06:56:41 pm by RedAlertFan »
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #21 on: December 22, 2010, 07:56:08 pm »

I kinda wish you could make creatures, immobile turrets couldn't be that hard otherwise.

Not sure what you mean by that. I can make creatures and I am, slowly. My experiments with Hopper Mines have shown me that fully immobile creatures are impossible at the moment.

I mean make them in game.
[/quote]

Yes, but I refuse to be put off so turrets and hopper mines both move and behave differently to their source engine counterparts.
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The Scout

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Re: Source Fortress - Beta 0.5
« Reply #22 on: December 22, 2010, 08:11:30 pm »

Can you please update the file. It doesn't include TF2 stuff.
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #23 on: December 23, 2010, 12:58:37 am »

I'll update tomorrow. Black Ops fix, bugs and general strangeness included.
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #24 on: December 23, 2010, 05:49:44 am »

New version is up.
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The Scout

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Re: Source Fortress - Beta 0.5
« Reply #25 on: December 23, 2010, 05:57:52 am »

Awesome. So, do I add it and get rid of everything else? Or copy it with the others?
« Last Edit: December 23, 2010, 05:59:24 am by RedAlertFan »
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kerlc

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Re: Source Fortress - Beta 0.5
« Reply #26 on: December 23, 2010, 08:13:39 am »

ummm.... just why are there only VORTIGAUNTS IN THE REBEL CIV??!!!! as a big fan of Half-life series, i want to know. i meant, The Ressistance is compiled out of Rebel soldiers, Medics and Militia(civilians with weapons), so why are there only vortigaunts???
also, why not make turrets as SIEGE WEAPONS??? i mean, it cant be that hard. look at this schematic:

I . . . I
I . . . I
I XXX I
I . X . I

X-turret
.-floor
I-walls.

i took the idea of the half-life 2 mounted machinegun, the one that Combine use, with the shield. the X in the second row could be where your man is stationed.
it would (probably) require this: dismounted machnegun, 2 blocks, 1 mechanism (for the moving around.. the ammo can be pulse machinegun ammo, or something.
it would cover 3 tiles wide areas, like this:
I F F F I
I F F F I
I F F F I
I . F . I
I XXX I
I . X .  I
F-the fire covering.

but NOTE THIS: i suck at modding. terribly. so, i hope someone can help you make this, if you cant.
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NobodyPro

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Re: Source Fortress - Beta 0.5
« Reply #27 on: December 24, 2010, 01:28:17 am »

Strange, vortigaunts have a one-in-five chance of occurring, the others should be either refugees or rebels. Re-embark and see if it changes.

As for the siege weapons, I haven't got to buildings yet but I might use that idea if it's possible.

Oh, and to install you either delete your objects folder and put mine in or you drag my objects folder onto yours and DO NOT REPLACE any raws, just add. If you are getting free metals then replace by reaction_smelter with a default one. I was playtesting and may have forgotten to replace my cheats :P.
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Zaerosz

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Re: Source Fortress - Beta 0.5
« Reply #28 on: December 24, 2010, 09:29:32 am »

You are a fraggin' madman.

I wholeheartedly approve.
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tomas1297

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Re: Source Fortress - Beta 0.5
« Reply #29 on: December 24, 2010, 09:42:44 am »

 Wow someone has heard about Zombie Master? Approved.
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