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Author Topic: Making the Aperture !!Science!! turret. Now in Beta!  (Read 22286 times)

irdsm

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #45 on: May 08, 2011, 11:15:08 pm »

Alright, here's what happens in the arena for me:

The slugs fire slowly and the most they will do is bruise

the turrets drown quickly

Attacks pass through their legs

I set 3 of them up against a rabbit and the results were...
yellow upper body
red right false rib

most of the damage seems to have been caused by the turrets charging the rabbit when it got near...
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3

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #46 on: May 08, 2011, 11:50:45 pm »

Fixed a ton of errors (some due to lack of proofreading, most due to fundamental misunderstandings) but it looks like this is a lost cause anyway. It appears to be impossible to get the creature to be immobile on land without it drowning, the issue being that NOBREATHE cancels out AQUATIC in its entirety. (Fun fact: AQUATIC creatures use their swim speed on land, even if they can't move. Learn something new every day...)

Now that I've said that they, err, don't appear to be drowning nor moving now. Accidental success? Sounds Aperture-esque to me...

Edit: Actually I think I've seen what I've done. With the inclusion of NOBREATHE they've reverted to their ground speed on land, and I had swapped the values due to the odd behaviour witnessed above. Regardless, this doesn't seem to have any impact whatsoever on their breath attack capabilities. I think I'll leave it in.

         
Spoiler: Fixed body entry (click to show/hide)
« Last Edit: May 09, 2011, 12:01:01 am by 3 »
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ikkonoishi

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #47 on: May 09, 2011, 02:15:22 am »

Hey the ones in Portal just bruise anyways. One turret isn't really a threat unless it is too far away for you to rush.
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Foamy

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #48 on: May 09, 2011, 04:34:20 am »

Yeah but in this case an army of them wouldn't be a threat.
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Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #49 on: May 09, 2011, 10:01:56 am »

Yeah but in this case an army of them wouldn't be a threat.
"The glob strikes you in the upperbody, bruising the fat!" x90
"You give in to pain!"
"The glob goes through the skull!"
"You have been struck down"

I want them to drown in water (Which is working).

In my testing, I got 2 or three kills against a 7 strong mob of gobbos against one turret. One was a cheap headshot off the start, and the other was tenderized organs. A few others got died from drowning, but that doesn't count much for testing.

I need them to shoot faster, while still immobile. So far they aren't good for much but Dodge-This traps.

I really need a way for their shots to get stuck in! I made the lead 14000 degrees Urist, so the enemies will literally boil if there's a stuck in.

Should I just add firebreath (Not the dragon-kind)? Then it would kill stuff, but it'd be cheap  :'(

JacenHanLovesLegos

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #50 on: May 09, 2011, 10:21:12 am »

Add a rocket turret/flame turret caste that has the firebreath tag.
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Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #51 on: May 09, 2011, 10:27:28 am »

Add a rocket turret/flame turret caste that has the firebreath tag.
Ok! I forgot about castes  :P

I'll go add the flame turret. The reason I'm calling it a flame turret is I might make a rocket turret that shoots toxic bombs.

Lovechild

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #52 on: May 09, 2011, 10:35:59 am »

And an extremely rare GLaDOS caste with deadly neurotoxin dust.
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Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #53 on: May 09, 2011, 10:42:42 am »

And an extremely rare GLaDOS caste with deadly neurotoxin dust.
I'll do that for the might-be-made aperture mod. For the moment, just various turrets. The rocket turret will shoot gas bombs.

Rumrusher

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #54 on: May 09, 2011, 11:55:01 am »

And an extremely rare GLaDOS caste with deadly neurotoxin dust.
nah have a section of neurotoxin rock in the chamber and release it,
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Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #55 on: May 09, 2011, 11:59:38 am »

And an extremely rare GLaDOS caste with deadly neurotoxin dust.
nah have a section of neurotoxin rock in the chamber and release it,
I could do that. Make a boiling "moon rock" that causes nervous system rot.

antymattar

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #56 on: May 09, 2011, 01:20:40 pm »

they should live in caverns. And there should be laser variety.

Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #57 on: May 09, 2011, 01:32:24 pm »

they should live in caverns. And there should be laser variety.
...

And how exactly should I make them shoot lasers? I already have a fireball caste and the other is lead glob.

antymattar

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #58 on: May 09, 2011, 01:40:37 pm »

firebreath.

Necro910

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Re: Making the Aperture !!Science!! turret. Now in Beta!
« Reply #59 on: May 09, 2011, 01:52:42 pm »

firebreath.
Got it. It's its own caste. I might add "rocket" turrets that shoot gas canisters.

But first I need to figure out how to increase fire speed and make the globs penetrate skin...
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