Not sure how much deeper to go on it. My only regret is swapping the pod appearance for a weapon appearance, giving it ammo, then timing it with the coal.
Maybe forcing pirate6 through the roof on the AI pod, if indoors the graphic would likely fix.
Bottom of the graphic has enough room for cool heli-effects.
A string that allows craft outside the boundaries would make a "walker crashland" way more viable - maybe without damage - but generally speaking when something is too heavy you cannot build it, and I haven't isolated the threshold.
A string to "unlock restrictions". #useatrisk
EDIT
Note I could have used "isMachine" for the AI but it still deploys properly after the timer. Tried a bunch to cheat the system - but a guide on planes being definitively different as Machines is now necessary. Dig the Machine logic but it's way better for troops that fly.
...guess what i was saying earlier is there's "spring logic" but it's animation use is pretty low unless you're throwing this stuff off a cliff.
DOUBLE EDIT
For those that rip it, know that' there's a bug in the Custom COA for-sure, needs a color fix. Probably more.
In retrospect using "isMachine" for the AI would probably be better because I'm not sure pirate6 will continue capturing after the first craft without it -- ie AI Strat, rarely/never seen a double cap.
pirate6 was simply drawn in backwards (original choice for MS). Easiest fix; but while crating the "John's Skulls DLC" I discovered "TroopBugs" go deep... like 5-7 years deep. Animation issues kind of thing, overlooked stuff... broken pirates, additional bumps, broken bumps, animation issues, measurments issues, the list is huge.
Imagine The Module Kit for Troops. Except... it don't work as good, etc, not my fault.
Can't even be sure I can complete my "Expansion Pack" the way I'd like because of issues I don't completely understand &/or dig deeper for.
RELIANCE ON FLIP. I want design dynamics, not flips, probably should be that way, complete, on the original spritesheet.
I was thinking about doing it in such a way that it's a "new mod" that removes pieces of the old mod and adds in the goods - then you'd still need both mods for it to work. lol
It's not false advertising. Or... maybe it is. More more like "Easter Egg".
Truth be told was just going to merge it all into The Module Kit. This mod in particular was tied to a "drop pod" request, which can be fulfilled by clever monster design or modules that "decouple" through damage. An "example".
Along the way I tripped over pirate6 (for like the third time).
Had a huge anxiety that the troops would change; if they do guess it's wasting time. Lessened with the "wishlist". The original mod has a Master Chief - but thought I did something wrong or broke it...
It's a "legit" thread with some jokes. My mods are real.
So, this mod, linked images, and a dragon ball z spoof will likely merge into my other mods somewhere, but not become ModDB standalones.
Might release what I have now if that Written &/or YouTube tutorial comes out, reveal my cards if we have a new teacher. Partially incomplete cards atm but it's a "troop duplicator w/ a broken hat or two on certain slides". :P
Commodore
I have a mod.
HERE
I'm calling it "Halo Evolved Skies v9.1.16.-2.8".
First of it's kind. Only of it's kind.
Have fun folks, credits provided.
Commodore
... no screenshots or description or anything?
Commodore
I'm... so lazy.
Commodore
i guess ill give you time to gather energy :/
Commodore
Not sure how much deeper to go on it. My only regret is swapping the pod appearance for a weapon appearance, giving it ammo, then timing it with the coal.
Maybe forcing pirate6 through the roof on the AI pod, if indoors the graphic would likely fix.
Bottom of the graphic has enough room for cool heli-effects.
A string that allows craft outside the boundaries would make a "walker crashland" way more viable - maybe without damage - but generally speaking when something is too heavy you cannot build it, and I haven't isolated the threshold.
A string to "unlock restrictions". #useatrisk
EDIT
Note I could have used "isMachine" for the AI but it still deploys properly after the timer. Tried a bunch to cheat the system - but a guide on planes being definitively different as Machines is now necessary. Dig the Machine logic but it's way better for troops that fly.
...guess what i was saying earlier is there's "spring logic" but it's animation use is pretty low unless you're throwing this stuff off a cliff.
DOUBLE EDIT
For those that rip it, know that' there's a bug in the Custom COA for-sure, needs a color fix. Probably more.
That pirate's gonna fix itself, I promise.
Commodore
In retrospect using "isMachine" for the AI would probably be better because I'm not sure pirate6 will continue capturing after the first craft without it -- ie AI Strat, rarely/never seen a double cap.
pirate6 was simply drawn in backwards (original choice for MS). Easiest fix; but while crating the "John's Skulls DLC" I discovered "TroopBugs" go deep... like 5-7 years deep. Animation issues kind of thing, overlooked stuff... broken pirates, additional bumps, broken bumps, animation issues, measurments issues, the list is huge.
Imagine The Module Kit for Troops. Except... it don't work as good, etc, not my fault.
Can't even be sure I can complete my "Expansion Pack" the way I'd like because of issues I don't completely understand &/or dig deeper for.
RELIANCE ON FLIP. I want design dynamics, not flips, probably should be that way, complete, on the original spritesheet.
I'll have specifics soon.
Commodore
JOHN'S SKULLS DLC TEASER
Fixes the old, brings the badass, and hands you a fresh set of skulls.
Coming soon. (when I get to it.)
Commodore
i wouldnt exactly name it a DLC if it isnt official game content...
Commodore
All it means is Downloadable Content. :P
I was thinking about doing it in such a way that it's a "new mod" that removes pieces of the old mod and adds in the goods - then you'd still need both mods for it to work. lol
Commodore
well, i was just saying because it feels sort of like false advertisement, but whatever works for you i guess
Commodore
It's not false advertising. Or... maybe it is. More more like "Easter Egg".
Truth be told was just going to merge it all into The Module Kit. This mod in particular was tied to a "drop pod" request, which can be fulfilled by clever monster design or modules that "decouple" through damage. An "example".
Along the way I tripped over pirate6 (for like the third time).
Had a huge anxiety that the troops would change; if they do guess it's wasting time. Lessened with the "wishlist". The original mod has a Master Chief - but thought I did something wrong or broke it...
It's a "legit" thread with some jokes. My mods are real.
So, this mod, linked images, and a dragon ball z spoof will likely merge into my other mods somewhere, but not become ModDB standalones.
Might release what I have now if that Written &/or YouTube tutorial comes out, reveal my cards if we have a new teacher. Partially incomplete cards atm but it's a "troop duplicator w/ a broken hat or two on certain slides". :P