Making a radar disruptor.
That is in the bipd tag?Fleabag77 wrote:
I've never experimented with it before, but it's in there.


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- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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I think Ultamis has me beat for cleverness this time, but these are some alternate ideas.
Active scenery: You could use the netgame equipment to spawn some banshees to criss-cross the sky. They could be withheld by gate machs, similar to the "piss everyone off" switch in the famous Donkey Kong mod. Or they could shoot up and out from the ground. The drawback is that you'd have to use a switch to activate it, instead of a gun. And it would affect everyone's radar, not just one person's. I'd recommend making them invisible with no collision as well.
Proj swapping: Have a shotgun shoot 10 banshees/hunters/whatever at low speed, so the large blips will crawl across the radar.
Chain spawning: Toss a grenade that spawns three banshees and another grenade. Adjust the weight of the banshees and the force of the grenade explosion so that they travel at the desired speed. So every 1.5 seconds, a grenade explodes and sends 3 banshees in random directions. Use the "babushka doll" technique (my concoction) to control the time duration. To sum it up, you'd duplicate the banshee-spawning nade several times, then have nade 5 spawn nade 4, which spawns nade 3, which spawns nade 2, which spawns nade 1, which spawns no other nades. This is my workaround for finite (as opposed to infinite) chain spawning.
You might be able to localize the effect to a single player by using the plasma grenade and sticking a player with it. I'm not sure if nades chain spawned from a plasma nade detonation will also stick to the biped if the mother nade sticks, but that would be great if they did. This would also create the obnoxious white flash when you take damage, even if you null the damage from the explosion. This is a desirable result, as I understand it. You might get the same effect with chain spawned needler shards.
This gives me an idea for another weapon mod....
Active scenery: You could use the netgame equipment to spawn some banshees to criss-cross the sky. They could be withheld by gate machs, similar to the "piss everyone off" switch in the famous Donkey Kong mod. Or they could shoot up and out from the ground. The drawback is that you'd have to use a switch to activate it, instead of a gun. And it would affect everyone's radar, not just one person's. I'd recommend making them invisible with no collision as well.
Proj swapping: Have a shotgun shoot 10 banshees/hunters/whatever at low speed, so the large blips will crawl across the radar.
Chain spawning: Toss a grenade that spawns three banshees and another grenade. Adjust the weight of the banshees and the force of the grenade explosion so that they travel at the desired speed. So every 1.5 seconds, a grenade explodes and sends 3 banshees in random directions. Use the "babushka doll" technique (my concoction) to control the time duration. To sum it up, you'd duplicate the banshee-spawning nade several times, then have nade 5 spawn nade 4, which spawns nade 3, which spawns nade 2, which spawns nade 1, which spawns no other nades. This is my workaround for finite (as opposed to infinite) chain spawning.
You might be able to localize the effect to a single player by using the plasma grenade and sticking a player with it. I'm not sure if nades chain spawned from a plasma nade detonation will also stick to the biped if the mother nade sticks, but that would be great if they did. This would also create the obnoxious white flash when you take damage, even if you null the damage from the explosion. This is a desirable result, as I understand it. You might get the same effect with chain spawned needler shards.
This gives me an idea for another weapon mod....