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Rock Raiders Ride Slugs!


aLPHA
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If any of you have noticed, there are files in the pilot folder sayin offslug, onslug, and rideslug. Also, in the cfg file, there is a value in the slug properties that says CanBeDriven. The value is normally not applied because of the ; on the side. I removed it but the slugs still can't be ridden. If any of you can get it to work, post a screenshot, and instructions here! :D

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Yes I saw that, there are even menu graphics for it as well as animation of RR's hoping on and off. But I doubt we'd be able to enable it. It is probably hardcoded.

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Get yer head outta deh guttah!

Also, I have tried this, and I actually got to the point where a slug would stop, a RR would stand by it, and then the game would freeze...IDK...maybe it CAN be done!

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i have done this before. It makes a bizzare effect. When the slugs come out of their hole (don't take this the wrong way) they sit there wiggling theit tails around as if they were moving without going anywhere. And the RR's cant ride them. It is because theSlug acts as a vehicle but he isn't on the list. IF wecan add him to the list he could be teleported down as one, but I HIGHLY doubt this would work. Most likely it was a way to attack them, and while at it take advantage of their speed.

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What if we redefine one of the existing vehicle classes to get the slugs to work? Example: The Hover Scout doesn't have any wheels, can't drill or carry, and requires a Driver. If we can't redefine enough of the Hover Scout to actually enable Slugs, maybe we can replace the model and some of the animations. In fact, it looks like the Hover Scout only uses three animations: HB_sway (standing), HB_route (moving), and S_Teleport_Hover (teleporting in). From looking at the .ae file it seems like the animations for when it gets clobbered by a Rock Monster are disabled, but that wouldn't be too hard to get around.

The slug has five animations: VL_SlugSuck, VL_Slugwalk, VL_Slugstand, VL_SlugOut, and VL_SlugDig. All of you know what these are if you've seen a slug before. This means that, at the very least, if we replace the Hover Scout model with the Slimy Slug model and disable upgrades, we could have normal looking moving animations. Unfortunately, I don't think it's that easy. For one, everything in this game is built like Legos, i.e. the arm has a separate model, as does the head. Though we can swap out the right LWS files and change which models are being used, I think because the vehicle classes are hard coded that this wouldn't work, because there would be discrepancies between what the class expects (certain number of models being used) and what's really happening (overriding what the class wants with new models).

Fun fact: The entire set of Slimy Slug models, including the holes that it makes, has less than 150 polygons. This needs to be fixed.

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I didn't understand any of that, but I know we can get it to work somehow, we got the tunnel transport the work in the vehicals section.

GO TEAM RRU!

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