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Portal Gun 2.0: Reloaded http://px.worms2d.info/forum/viewtopic.php?f=13&t=536 |
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Author: | PyroMan [ Thu Dec 06, 2012 12:10 am ] |
Post subject: | Portal Gun 2.0: Reloaded |
On video: Version 2.0 DOWNLOAD version 2.0 (Libs, Scheme and 2 Maps (+1 bonus map with already placed portals on map)). Attachment: If you have any questions - ask them in this topic. But before you ask - make sure i didnt answer it already in this description. Thank you.
*Up = U *Down = D *Left = L *Right = R **Space = S On the ground: regulare angle control: U, D Shift + U (or D) = increasing angle changing speed x2 times. SpaceBar = shot. PLEASE NOTE! VERY IMPORTANT! if more than one bullet shooted in the air - bullet that opens a portal will be LAST SHOOTED BULLET! That mean if you gonna Shoot like a crazy - all bullets will be IGNORED except last one! This made on purpose, to avoid stupid shootment with hope to hit somewhere. Think what you do and where you shoot! Following angles applying to Gun that is IN MID-AIR with NO MATTER what angle worm had on land. Basics: Open 2 Portals (orange/blue), teleport everything on the map: worms, crates, mines, bowlingballs, magnets, OilDrums, weapons, arrows (new!). I`ve been working on it veeery veery hard. But that was real pleasure for me. And i hope this will be a pleasure for you to use it! The Core of the Portal script taken from Entuser`s traps.pxl -> teleportObj (map editor object). All changes applyed to exactly that script. Thanks to Entuser for that awesome work! So here is Basic principles: 1. Each TEAM have their own 2 portals: Blue and Orange. That mean that each worm of specific team uses and re-shots their own protals. 2. Use "-", "+", "Num-", "Num+" to switch between portals type. 3. Both portals teleport everything. You need to switch them for good movement and coordinated teleportation. Additional info: - original gun-sound effects from Valve Portal - visual effects, glows, lights, etc with powerful "pxParticles.pxl" effects. (btw i`ve slightly changed this lib, will report in other post. now it unloads unused particles WAY FASTER. i`d say immidietly, which means - no lags (maybe short ones but for a short period and if over thousand particles working at same time). - Portal Gun indicates which portal type is prepared, by glowing. - x2 time faster Aiming for Portal Gun with Shift pressed. - temporary OPPOSITE type of portal - with ctrl\alt pressed + spacebar. When released - last used portal type appears back again. - portals can`t be placed at same position. - portals can`t be placed on "bad-shaped" surface, also they can`t to be opened in the air (only on landscape). Note, if landspace explodes - Portals stays on its place. - each portal has light inditator that shows team-owner. 2.0 CHANGES (scripting progress history): ____________________________________________________________________________________________________________
"Portal Gun 2.0: Reloaded" CHANGES: ____________________________________________________________________________________________________________
Portal Gun 1.0 is no longer available. Delete it. |
Author: | Twicken [ Thu Dec 06, 2012 2:56 am ] |
Post subject: | Re: Portal Gun |
F*** yeah! I cant wait to use this beast! |
Author: | stRiNgkiNg [ Thu Dec 06, 2012 3:59 am ] |
Post subject: | Re: Portal Gun |
I had the pleasure to play around with this a couple hours ago with pyro, masta, and curtis - so cool, man. So many cool applications for this |
Author: | StepS [ Thu Dec 06, 2012 12:55 pm ] |
Post subject: | Re: Portal Gun |
thank you, because i always wanted to make one myself but was too lazy for it. btw a long time ago some px betatester did it too but lost the code ![]() btw i tried an infinite fall and something bad happened http://yadi.sk/d/JRagemyo14gxK |
Author: | -raffie- [ Fri Dec 07, 2012 10:32 am ] |
Post subject: | Re: Portal Gun |
Frigging awesome man, eagerly awaiting updates! |
Author: | Worm_gamer [ Fri Dec 07, 2012 11:02 am ] |
Post subject: | Re: Portal Gun |
Nice stuff mate ![]() I cant wait for 2.0 ![]() |
Author: | PyroMan [ Mon Dec 10, 2012 6:27 pm ] |
Post subject: | Re: Portal Gun |
PortalGun2 is 98% ready. Release in a few days. Would be nice if some1 could make a video. I can make a good replay for it. |
Author: | Atr0x [ Mon Dec 10, 2012 11:32 pm ] |
Post subject: | Re: Portal Gun |
very nice mod... but i ask : why the weapon activation is + and - same the granate max e min boing ? it get problem with max and min max boing activation ... how to change this? |
Author: | Cotillion [ Tue Dec 11, 2012 1:04 am ] |
Post subject: | Re: Portal Gun |
Valve & Worms... i was dreaming for that merger... Great work! I'll be glad to help in any way possible with the video. |
Author: | PyroMan [ Tue Dec 11, 2012 9:01 pm ] |
Post subject: | Re: Portal Gun |
Atr0x wrote: very nice mod... but i ask : why the weapon activation is + and - same the granate max e min boing ? it get problem with max and min max boing activation ... how to change this? I choosed these button at same reason why we setting up Max/Min bounce at granades, polarity in magnets - becouse everyone know them! And it doesn`t get any porblem with grenades or any other weaps -that key reading activates only when current worm has Portal Gun selected. But anyway, i suspected that not everyone gonna like it, also it may conflict when 2 or more tablets, so in version 2 added ability to shot opposite type of Portal by holding Ctrl or Alt button. It also makes gameplay more faster, it takes much less attention to switch between portal types. Portal Bullet`s trail color and PortaGun`s color also illustrates which type is selected now. To make you be sure, that you`re shooting with correct type. |
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