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Avenger Drones
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Apr 17, 2005 11:04 pm    Post subject: Avenger Drones Reply with quote

As per FrikaC's recommendation, I've been working on getting some more mechanical enemies into Conquest. I found a really nice drone model from Operation: Urth Majik, and I've made two enemies out of it:

Drones:
Standard security drones. They can fire a powerful machinegun, and sweep a laser beam from left to right. Their mere medium defenses are their main drawback.

Avenger Drones:
These drones have an attractor built right into them, meaning they pull bullets in. This makes them very easy to hit, and kills them pretty quickly; however, they also have Revenge Shields. These shields store up damage and finally fire it back out at the offending enemy, completely bypassing his shields (unless he has Resist Sheilding). So, this drone tends to be a problem for the player, as well as for any other enemies in the area that fire projectiles. Smile
The attractor and weapon systems suck a lot of power, however. So, when Avenger Drones attack, their attractor and revenge shield briefly go offline, and they recieve the interference status. Unless you have resist shielding equipped to block the revenge attacks, usually the safest time to attack them is when they're attacking you.

I'd like to include more mechanical and bio-mechanical enemies in the mix. I'll have to have models & sounds for 'em, though. ^_^

So, what does everyone think about this?
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Sun Apr 17, 2005 11:13 pm    Post subject: Reply with quote


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RenegadeC



Joined: 15 Oct 2004
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Location: The freezing hell; Canada

PostPosted: Mon Apr 18, 2005 1:06 am    Post subject: Reply with quote

Sounds sweet, can I see an up closer screenie of it?
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Mon Apr 18, 2005 1:24 am    Post subject: Reply with quote

I hate how I3D's attachments are broken... Sad

Here ya go. This is a normal drone. The Avenger Drone glows red when its revenge shield and attractor are active.

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Gilgamesh



Joined: 26 Oct 2004
Posts: 67
Location: Brazil

PostPosted: Mon Apr 18, 2005 10:20 am    Post subject: Reply with quote

It's very nice, but if you reskin it, that would look better because that drone model it's "overused" already Sad

And you are very evil, sir... Twisted Evil the second drone show this.... Laughing
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RenegadeC



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PostPosted: Tue Apr 19, 2005 1:22 am    Post subject: Reply with quote

Lookin good Wazat, the first screenie kinda reminds me of those sentry drones from Halo 1.
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Wazat



Joined: 15 Oct 2004
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PostPosted: Tue Apr 19, 2005 3:09 pm    Post subject: Reply with quote

Never played Halo 1, but I want to someday. :}
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Wed Apr 20, 2005 9:57 pm    Post subject: Reply with quote

/me needs more robot models...
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Thu Apr 21, 2005 12:09 am    Post subject: Reply with quote

Wazat wrote:
/me needs more robot models...


/me beats up Wazat with link to place with some robot / mech models

http://www.planetgloom.com/community/

Make sure you go through the all of the models section. There's some really good stuff in there. Wink
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Wazat



Joined: 15 Oct 2004
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PostPosted: Fri Apr 22, 2005 4:21 am    Post subject: Reply with quote

...okay, I *really* like some of those models. Are they easy to convert to Q1 format or am I just getting my hopes up? They appear to be... Quake2 format!

Excuse me, I need to fall to the ground for a while in pleasure-induced spasms...

*twitch, twitch....twitch*

Thanks Dr. Shadowborg!
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Preach



Joined: 25 Nov 2004
Posts: 122

PostPosted: Fri Apr 22, 2005 12:24 pm    Post subject: Reply with quote

Wazat wrote:
...okay, I *really* like some of those models. Are they easy to convert to Q1 format or am I just getting my hopes up? They appear to be... Quake2 format!


Yeah, it's easy, use the latest version of quark and it should work straight off. The only thing you'll have to mess about with is the skin, which will probably look quite bad if you convert from the Q2 pal to the Q1 pal.
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Fri Apr 22, 2005 4:12 pm    Post subject: Reply with quote

Yeah, most of 'em should convert okay, though some, such as Stannum's v_weapons, will need a little bit of skin work.

But why would you need to convert 'em? If conquest requires a custom engine to play, most of the current custom engines should have .md2 support. Unless the latest trend is .md3 over .md2...
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Wazat



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PostPosted: Fri Apr 22, 2005 4:23 pm    Post subject: Reply with quote

That's a good point... maybe I can just leave them as .md2's.

I'll have to play with it for a while. Thanks, all!
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat Apr 23, 2005 3:16 pm    Post subject: Reply with quote

Well, I've made one more mech monster, and I've got most of the QC working (though it doesn't attack yet). The problem is, the skin is always pure white. I'm just using the Q2 model as-is. In DP, what do I need to do for Q2 model skins?
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leileilol



Joined: 15 Oct 2004
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PostPosted: Sat Apr 23, 2005 4:42 pm    Post subject: Reply with quote

Usually, you're supposed to retain the original path to the skin. Yes, that means making a models/blah/blah folder where the model points the skin to. To find the skin path, try opening the model up in QuArK and look at the skin name in the tree.
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