#1
Advanced Sackbot Help Request
Archive: 4 posts
Okay, here's the deal, I'm wanting to make an advanced sackbot based on the main character of My Life as a Teenage Robot, XJ-9: Jennifer "Jenny" Wakeman, and I want to include the following features: Laser weapon systems Super strength Flight capable (preferable by making it look like it has rocket boots) Missile weapon systems (anything from dumbfire rockets (no tracking systems) to homing missiles and guided missiles) Bombs (various bomb types please) Grappling Hook Stun Grenade Launcher (actually just fires some sort of ball-like object, but that's what I remember it being called) Numerous melee weapons (drills, saws, hammers, giant fists, swords, and the Shiva Swords (adds four extra arms allowing for the use of six scimitars (curved swords))) Health, energy, and ammo systems with HUD Allows the player to play as the sackbot instead of his/her sackboy/sackgirl. I know that's asking for a whole lot, but I'm such a fan of the show My Life as a Teenage Robot, and I want to honor it (and possibly help it to gain the love and attention it so richly deserved, but was never given) by making a level or two (or three, or four, five, six, seven, etc, etc) based on it, and I just have to have an XJ-9 sackbot with all these powers. Help a desperate fanboy out, please. | 2011-02-02 17:32:00 Author: toradrow777 ![]() Posts: 10 |
The Tutorial forum has some of your ideas covered. There is a homing missile tutorial as well, links in sig. Good luck! ![]() | 2011-02-02 17:53:00 Author: Antikris ![]() Posts: 1340 |
Okay, here's something else I wanna know; how do I make it so that some weapons are more or less effective on certain enemies than on others? I already have an idea, but I'm open to suggestions. Here's my plan: Use multiple tags and tag sensors and hook each tag sensor to it's own counter or timer and set the each counter to what ever number you deem fitting. For example, an enemy has three tag sensors (red, blue, green), and each sensor is hook to a counter (the blue counter goes up to five, red to three, and green to one); in other words, it would take five hits from a projectile with a blue tag, three for red, and green tagged projectiles are one-hit wonders. | 2011-02-07 19:19:00 Author: toradrow777 ![]() Posts: 10 |
Maybe just have it so when a certain projectile hits an enemy it takes more hits to fill the projectile sensor than another. Or the same with tags and a counter. | 2011-02-07 20:35:00 Author: mutant_red_peas ![]() Posts: 516 |
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