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 Castle Creations ltd. (v0.05 22:50 6/22/09 GMT) 
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Joined: Mon Apr 13, 2009 12:27 pm
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Post Re: Castle Creations ltd. (v0.03 21:27 5/6/09 GMT)
I had posted earlier about chandeliers. Here is what I came up with to counteract the static, non-gibable chandelier!

Image
Image
Image

Makes for an unwittingly simple trap. On multiplayer you can use this chandelier and the BG-only chandelier to confuse your enemies.


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Thu May 07, 2009 3:13 pm
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Post Re: Castle Creations ltd. (v0.03 21:27 5/6/09 GMT)
It needs Black Knight actor who says "Its just a flesh wound" when he loses a limb :wink: .


Thu May 07, 2009 5:08 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
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C'mon stubby, you're holding up the line!

I fixed the hammer trap so that the AI can't see their doom coming, until too late. Also, if other AI actors are present when one is, ahem, taken care of, they will likely try to destroy it for a while. The visibility shield is destroyable.

Updated to v0.04.


Fri May 08, 2009 12:36 am
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Have you considered making the hammer emit one MOSRotating shaped like a line on the front of it constantly instead of several small particles?
Also, have you considered making the spikes emit sharper particles but with barely any velocity? This would mean that actors would be damaged more when falling and damaged slightly or not at all when walking accross them, assuming they have sufficient armour. This would also negate the slight terrain damage that occurs. You could also give the particles a higher count to counteract the damage reduction.


Sat May 09, 2009 2:32 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
411570N3 wrote:
making the hammer emit one MOSRotating shaped like a line on the front of it constantly instead of several small particles?

Hm. I'll have to look into that. Right now it seems to work fine. I really wish we had Lua right now, I could just make an area attached to the hammer that sets all MO's veclocities to 300 to the left or right within the area.
411570N3 wrote:
considered making the spikes emit sharper particles but with barely any velocity?

I'll have to see how that works. GlobalAccScalar = 0, of course?


Sat May 09, 2009 3:47 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Well it doesn't really matter if you're making them with low lifetimes.
Anyway, the result would be more damage the faster you're moving towards the spikes.
Also, walking on the spikes would result in death for unarmoured units but no effect on armoured units.
Actually, I can see a new epic screenshot for the Darklone Heavy, lying on a bed of spikes surrounded by corpses; caption something personifying his complete and utter indifference to the massive damage that he could be taking were it not for his ridiculous armour...
Anyway, I have a new idea based off the chandelier. Instead of a chandelier it's a downwards facing U, supposedly a cage of some sort. The inside is heavily armoured, etc. You could probably also make a null emitter and have the flash as the covering bars...


Sat May 09, 2009 3:55 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
*bump*

this is to good to let it fall from the front page.


Sun May 24, 2009 5:26 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
It's broken in B23.

I have it fixed, but the PresetNames were shortened in a hurry and I'm sure at least one innocent minus sign was lost.


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Sun May 24, 2009 5:43 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Spartan M43 wrote:
*bump*

I'll get back to this... eventually. I have a list of things I need to do for it, MMA, and WizCorp.

mail2345 wrote:
It's broken in B23.

Really? I thought I was able to start this up and play a game just a week ago. Hm, oh well. I'll have to re-check and do an official b23-ification.


Sun May 24, 2009 7:59 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
it worked fine for me, which is the only reason i bumped it cause i got to test it.


Mon May 25, 2009 9:06 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
@mail2345:
It works for me. Maybe your resolution is too small.

Anyway, progress update. I've made stairs, did a few things to the spikes to make them less insta-rape (thanks 411570N3), and made a bigger drawbridge. Oh, and Lua-fied water for your moat :grin:


Mon May 25, 2009 9:19 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Duh102 wrote:
@mail2345:
It works for me. Maybe your resolution is too small.

Anyway, progress update. I've made stairs, did a few things to the spikes to make them less insta-rape (thanks 411570N3), and made a bigger drawbridge. Oh, and Lua-fied water for your moat :grin:


Want! Now! :0


Mon May 25, 2009 10:31 pm
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
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I dunno why the spikes are colored like that. They're in palette and any further placed spikes were normally colored.


Tue May 26, 2009 12:37 am
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
O.O
whoa. great mod! the chandeliers and the other thing and the draw bridge bring me lulz.


Tue May 26, 2009 1:38 am
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Post Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
so are they now included or should i not download it again?


Tue May 26, 2009 9:50 pm
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