dont like the MUG ?
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This was what I was trying to say. I also think that perhaps it should be the default ammo type, because then it would be more like the grenade lancher and crossbow - start with a simpe ammo type but pick up more usefull ones.DemonHunter wrote:Smoke Gernades are Soooo passe.
However smoke/mist or fog, maybe it could effect more that just visiblity (or maybe not).
Also I like suggestions about an acid ammo type, this is in keeping with mug behavior (ie. ammo in pressurised gas/liquid tanks) but the lightning one might be more believable on a different weapon.
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Yes but Lightning and the MuG have been discussed (in the public) for a long time now , and right now it would fit. Its not too unbelievable to have an electrical adaption kit for the mug. We could have the canister be loaded with Electrolytic , superconductive liquid , that emits a Thin fog . . . .TheForgotten wrote: Also I like suggestions about an acid ammo type, this is in keeping with mug behavior (ie. ammo in pressurised gas/liquid tanks) but the lightning one might be more believable on a different weapon.
GASP!!!!
Thats how we can do it.
we can have a lightning attatchment that comes in two parts. A telsa coil adapter , and a canister of Electrolytic Fluid. The Telse coil part can clamp onto the end and generate electricity , and the Electrolytic fluid could be sprayed as a fog that makes the air appropriate for electrical conductivity. then we could make the electrical blast arc to anyone within the fog.
Just use airblast to plop out some electrosmog , and primary to charge up a shot and rend the innards of the cloud with lighning.
This could let us Put Fog and Lightning feasably into the same weapon.
of course , Lighning could still be disharged without the aid of fog. but it would be much more innacurate
We could even add some non damaging DoT's . we could make it so that the weapon you hold fires randomly for a few seconds. Possibly even firing faster than it's normal rate of fire. but uncontrollably.
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Someone please give Pepito a promotionPepito wrote:Yes but Lightning and the MuG have been discussed (in the public) for a long time now , and right now it would fit. Its not too unbelievable to have an electrical adaption kit for the mug. We could have the canister be loaded with Electrolytic , superconductive liquid , that emits a Thin fog . . . .
GASP!!!!
Thats how we can do it.
we can have a lightning attatchment that comes in two parts. A telsa coil adapter , and a canister of Electrolytic Fluid. The Telse coil part can clamp onto the end and generate electricity , and the Electrolytic fluid could be sprayed as a fog that makes the air appropriate for electrical conductivity. then we could make the electrical blast arc to anyone within the fog.
Just use airblast to plop out some electrosmog , and primary to charge up a shot and rend the innards of the cloud with lighning.
This could let us Put Fog and Lightning feasably into the same weapon.
of course , Lighning could still be disharged without the aid of fog. but it would be much more innacurate
We could even add some non damaging DoT's . we could make it so that the weapon you hold fires randomly for a few seconds. Possibly even firing faster than it's normal rate of fire. but uncontrollably.

I luv this idea for the Mug and it would make the fans happy by giving them a smoke screen and a form of lightning all at the sametime... so I'm putting my foot down on this idea and nothing, I mean NOTHING, you sick minded coders come up with can make me change my mind on how great this idea is

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I'm with Plaguelord!!!|GoD|Plaguelord|LDR| wrote:Someone please give Pepito a promotion
But keep the air, TheForgotten. Maybe you can use the air from the MUG to blow away gaseous stuff like poison, fire, this electrolytic, superconductive liquid, etc.

<center><a href="http://home.att.net/~slugbutter/evil/" target="new"><img src="http://home.att.net/~slugbutter/evil/pureevil.jpg" border=0></a></center>
We would love to do that. However the particle system that generates this is hard to interact with. Meaning I dont think we can do thislord_kungai wrote: But keep the air, TheForgotten. Maybe you can use the air from the MUG to blow away gaseous stuff like poison, fire, this electrolytic, superconductive liquid, etc.

Jb
I think you should be able to burn/freeze (and maybe zap) yourself with the MUG in order to make the weapon less spammy. This would require you to be a lot more careful when you use it.
And I think the secondary fire should be an airblast that uses whatever ammo type is currently selected. Like a big fireball that knocks people away and sets them on fire when the fire ammo is selected, and an arctic chilling blast when the ice ammo is selected.
And can you make it so that freezing you can use the MUG to freeze the ground and make it slippery?
And I think the secondary fire should be an airblast that uses whatever ammo type is currently selected. Like a big fireball that knocks people away and sets them on fire when the fire ammo is selected, and an arctic chilling blast when the ice ammo is selected.
And can you make it so that freezing you can use the MUG to freeze the ground and make it slippery?
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jb, what if we used a similar system to what I used to make the lightning walls in Arena2?
The way it worked was that I spawned a beam emitter at the point where the player was, with its endpoint being an arbitrary actor inside a generator. This would create a beam between the two, so it looked like lightning was shooting out of a generator and hitting the player.
So, to get this effect, we spawn an emitter on the victim player in question, with its beam endpoint set to the tag of the damaging actor. This will cause a beam of lightning to appear between the damage emitter actor and the player. I can cap the effect on both ends with extra emitters (spark and glows), to make it look smooth, and we'll have a real sweet visual to go with this weapon option. All we'd need to do is set a tag on the actor that causes the damage, and the emitter should do the rest of the work.
In addition, we could spawn random lightning arcs as well, so its not just one bolt shooting out.
The way it worked was that I spawned a beam emitter at the point where the player was, with its endpoint being an arbitrary actor inside a generator. This would create a beam between the two, so it looked like lightning was shooting out of a generator and hitting the player.
So, to get this effect, we spawn an emitter on the victim player in question, with its beam endpoint set to the tag of the damaging actor. This will cause a beam of lightning to appear between the damage emitter actor and the player. I can cap the effect on both ends with extra emitters (spark and glows), to make it look smooth, and we'll have a real sweet visual to go with this weapon option. All we'd need to do is set a tag on the actor that causes the damage, and the emitter should do the rest of the work.
In addition, we could spawn random lightning arcs as well, so its not just one bolt shooting out.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45