Teardown

Teardown

"Basilisco" (!!!OBSOLETE!!!)
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Update: 17 Nov, 2021 @ 9:43am

CHANGED:
- Tree structure for some of the shapes in the bodies
- Lua optimizations

Update: 9 Nov, 2021 @ 8:57am

CHANGED:
- Lua handling for weapons.
- Some weapon sounds are louder now.

Update: 6 Nov, 2021 @ 6:36pm

FIXED:
- The back launcher was angled inside a compound in the editor but that screwed up the voxel placement, so I decided to just have it flat and just angle it by default with lua.

Update: 6 Nov, 2021 @ 6:35pm

Update: 6 Nov, 2021 @ 6:35pm

Update: 30 Oct, 2021 @ 9:49pm

ADDED:
- New weapons, a mortar launcher for blowing up your shelter, and pulse lasers mounted on the underside, used if line of sight is lost with target.
- A flare that may launch from the head and illuminate an area around you. If you are lit up, it will alert the Basilisco which will beeline towards you.
- Applique armour panels optional.

CHANGED:
- How the Basilisco initially spawns, when you first load the level you must go down the well to find the buttons to spawn one in.
- Lua optimizations.
- Gave Basilisco "pain tolerance" so it won't suddenly fly erratically every time you break a vital piece off, but instead will only have a chance to flinch.
- Posture of the hind wings in hover mode, to get just a little more clearance from the ground.
- Decoupled time until it changes patrol target from time until it can be distracted by sound when patrolling.

Update: 30 Oct, 2021 @ 9:48pm

Update: 16 Oct, 2021 @ 10:00pm

ADDED:
- Support for more particle colours, currently: "engineparticles", "railparticles", "shockring", "nuketrail".
- Colourable searchlight, "idlelight" for idle state, "alertlight" for alert state (i.e. it sees you).

CHANGED:
- How colours are set up in the tags, in the "particle tags" location; now you set an RGB vector in a single tag each.
- Due to tag limitations I split up the weapon tags into separate tags for each weapon, the original weapons tags location is only to "mount" the weapons.

Update: 13 Oct, 2021 @ 9:57pm

Did 0.8.0 change somthing? idk

Anyway:

FIXED:
Body pieces glitching out after a ram attack. Basically because the pieces turned dynamic which screws up the vector-based movement, so now I'm forcing all the constituent bodies to be static (SetBodyDynamic(body, false)) per frame.

Update: 31 May, 2021 @ 3:44pm