[WIP] Heatsinks

Everything about HD, MD, and their mods.

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Good idea?

Do it!
3
60%
Needs fixing ...
0
No votes
Worst idea ever.
2
40%
 
Total votes: 5

TaxiService
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sage

Post by TaxiService » Fri May 24, 2013 1:58 am

He's kidding, dude!!!

Anyways this airstrike is getting awesomer and awesomer every day!
  • TaxiService! Shitposting since 2007!
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2310
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Re: [WIP] Heatsinks

Post by 2310 » Tue May 28, 2013 12:59 pm

Heatsinks v0.4 is out!

Changelog:
  • Hogs slightly faster and heavier.
  • Weapon Lottery: One of the shotgun spaces on each base has been replaced by a random weapon spawner. Gives out every usable weapon in map, except shotgun, to make it clearer which side is the Weapon Lottery.
  • Needler is upgraded. Only accessible through Weapon Lottery.
  • Airstrike has new bitmaps, the flying Airstrike Drone has a light to distinguish it from the used drone.
  • HUD updates. Thanks to Taxi :D
To-do:
  • Fix flamethrower firing effect bug.
  • Add health regen and/or shield recharge effe.
  • Flashlight laser sight.
  • Update needler in accordance with user feedback
  • Explore nade regen.
Enjoy a pic of the Weapon Lottery :)
Image
Last edited by 2310 on Fri May 31, 2013 4:19 am, edited 1 time in total.

2310
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Re: [WIP] Heatsinks

Post by 2310 » Fri May 31, 2013 4:19 am

Heatsinks 0.5 is well underway, with partial health regen and an upgraded Needler!

Also, for those who have requested one, here's the High Accuracy Airstrike tutorial!

Shield Regen Effect:
Image

Results of last week's server + Flamethrower HUD:
Image

Sparky
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Re: [WIP] Heatsinks

Post by Sparky » Mon Jun 10, 2013 10:59 am

Nade regen is simple: add a creation effect to the cyborg_mp biped attached to the head marker which chainspawns every few seconds a frag and plasma grenade equip that has no collision model. HEK or Zeus required to perform this task, or you can use a chainspawning tag from my Chainspawning or Fireworks mods. It's the same principle as the Active Camouflage mod for Halo Demo called "Cloaking Device" on the HDM Mod Database which is toggled via the flashlight. You can use that mod's tags also.
Either you are groping for answers, or you are asking God and listening to Jesus.

rEsTnPeAcEz
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Re: [WIP] Heatsinks

Post by rEsTnPeAcEz » Mon Jun 10, 2013 12:24 pm

Really interesting and intelligent.

2310
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Re: [WIP] Heatsinks

Post by 2310 » Sun Jun 16, 2013 10:30 am

I'm still working on nade regen, but thanks Sparky :D

In the meantime ...
Heatsinks v0.6 is out!

New stuff:
  • Taxi rocket hog :D
    Image
  • Hog turret now runs on a switch for use as an area denial weapon.
    Image
  • Needler upgraded :D
  • Partial health regen (1 bar of health every time your shields recharge from zero)
To-do:
  • Fix flamethrower firing effect bug.
  • Add nade regen.
  • Balance needler.

002
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Re: [WIP] Heatsinks

Post by 002 » Sun Jun 16, 2013 11:15 am

Warthog switch appears off to players who join, despite it really being on.

2310
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Re: [WIP] Heatsinks

Post by 2310 » Sun Jun 16, 2013 9:14 pm

Thanks, it'll be fixed next update.

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