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| Conflict inventory mutator? http://www.runestorm.com/forums/viewtopic.php?f=71&t=54047 |
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| Author: | UndeadRoadkill [ Sun Mar 23, 2008 12:26 pm ] |
| Post subject: | Conflict inventory mutator? |
I mostly play with the evolution loadout mutator, but I would love to see one that replaces the loadout selection with a conflict-style inventory system. I like to play a lot of gametypes, and if this feature could be put in mutator form independent of gametype, it could be used in all of them, besides just conflict, no? I know a lot of you that post here are coders too, would anyone be willing to take a crack at making this if RS doesn't want to? |
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| Author: | Captain Xavious [ Sun Mar 23, 2008 7:53 pm ] |
| Post subject: | Conflict inventory mutator? |
From my understanding, DC did want this, but the code required it to be a game type specific, a mutator wouldn't work for this due to its limitations. |
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| Author: | UndeadRoadkill [ Sun Mar 23, 2008 10:36 pm ] |
| Post subject: | Conflict inventory mutator? |
Ah, I was afraid that might be the case. Perhaps there's another way to achieve the same effect, though maybe not with the same user interface? |
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| Author: | SHAD0Wdump [ Sun Mar 23, 2008 11:44 pm ] |
| Post subject: | Conflict inventory mutator? |
Actually,it is possible,psionics used something to allow mutator menus to appear in game,included in the mutator menu was the option to pick your powers for next spawn.However I don't know if it would work online. |
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| Author: | UndeadRoadkill [ Mon Mar 24, 2008 4:14 am ] |
| Post subject: | Conflict inventory mutator? |
Funny you should mention psionics, I had never heard of it until yesterday, and I've been playing with it since then, it's pretty cool. It'd be cool to have an online version, as I'm working on putting together a LAN thing with a bunch of custom content. I'd settle for an offline version, though, if it were possible. |
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| Author: | Captain Xavious [ Mon Mar 24, 2008 4:40 am ] |
| Post subject: | Conflict inventory mutator? |
Psionics isn't much like Conflict... You'd get better results using Loadout as a base, but it still won't work right. |
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| Author: | SHAD0Wdump [ Mon Mar 24, 2008 2:16 pm ] |
| Post subject: | Conflict inventory mutator? |
It was merely a example of what is possible. The only problem I have with psionics is the lack of effective attacking powers.Telekinesis works,but you have to crunch them into the ground,it doesn't work with vehicles so that disappoints me. Blast doesn't do any damage,just propels enemies away in a very short radius. All the other powers have no effect on a opponent,so thus this mod lacks that primal urge to SMASH. |
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| Author: | Captain Xavious [ Mon Mar 24, 2008 2:45 pm ] |
| Post subject: | Conflict inventory mutator? |
I found it just added too many things to worry about. When I wanna kill, I use my psionic ability of projecting 12 gauge bird shot pellets from the barrel of my Avenger.
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| Author: | UndeadRoadkill [ Wed Mar 26, 2008 12:20 pm ] |
| Post subject: | Conflict inventory mutator? |
Ha, that's true, but I always just think of the psionics as an extra to my inherent killing power. And telekinesis can get really mean when you start using the 'throw away/pull in' functions. If it only it worked on vehicles as you say. But the menu in psionics does make me think you could rig up some kind of ballistic inventory system. Maybe it won't be as graphically-based, but you might be able to just take the number of 'units' in the inventory and assign 'unit values' to all the weapons. I don't write code at all, but I'll try to look into it, I'm hoping someone will want to put it together. |
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