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Go Back   .com.unity Forums > Digital Eel > Weird Worlds: Return to Infinite Space > Scenarios and Mods

 
 
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  #1  
Old December 6th, 2007, 02:59 PM

clomaka clomaka is offline
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Default Re: Mod problems

hee - sounds like a new ship idea to me, where the pulsing lights layer *is* the ship, and the ship layer has just enough for hit detection. I was considering doing some jellyfish-based ships like that.

  #2  
Old December 6th, 2007, 08:59 PM

charliecooper charliecooper is offline
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Default Re: Mod problems

Or at least jelly fish monsters for an encounter against the ship.
Make it immune to beam weapons and can only take damage when it is fully faded in.
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Old December 6th, 2007, 11:31 PM

Phlagm Phlagm is offline
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Default Re: Mod problems

Yeah. I actually have a "ship" like that, but I haven't worked it into the real game just yet. Maybe I'll do that on the next patch. The real issue is that when it explodes, you need to have made a whole bunch of jellyfish goo particles to rain out of it to make up for the fact that it's totally going to just disappear when it explodes, and you also have to FRAG define it, or it'll freak out when it tries to find valid cuts.
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Old December 6th, 2007, 11:33 PM

Phlagm Phlagm is offline
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Default Re: Mod problems

and beam "immunity" can only be handled in the following manner: YOu need an ultrafast regen shield with not many hitpoints (like my jellyfish shield for example) that way big hits will knock down the shields and get through, but beams will get absorbed in the fast regen. Unfortunately, so will machinegun fire.
 

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