I was thinking, it would be hilarious if you could either making drunk rebels or have an upgrade which makes your rebels drunk.
Advantages: Cheaper to make, fearless, harder to kill because of "drunk will power".
Disadvantages: Sometimes shoot themselves or fellow rebel by accident, terrible aim, don't always follow orders, falling over.
It's a crap idea tbh... but i think it would be hilarious.
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Drunken GLA Rebels
Started By Deverill, Jan 10 2009 01:44
6 replies to this topic
#1
Posted 10 January 2009 - 01:44
#2
Posted 10 January 2009 - 02:01
Not codeable in the way that you have described.
#3
Posted 10 January 2009 - 05:03
You sure? Could you not just have a string of events what happen every time you click to attack something. The order could be repeated a few times but jumbled up... then the command follow that order (Which appears random to the average player).
i.e.
Shoot Target ->Shoot Target ->Shoot Target ->Shoot Closest Friendly ->Shoot Target ->Shoot Target ->Shoot Self ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Closest Friendly. etc...
etc...
And then just have that in a loop.
The "Falling Over" could be similar. e.g.
After 1 min: Fall over, After 3 min pass: Fall over, After 2 min pass: fall over, After 3 min pass: fall over ->LOOP->
--
No idea how you would do the not following orders thing... but your smart people, you could work it out
i.e.
Shoot Target ->Shoot Target ->Shoot Target ->Shoot Closest Friendly ->Shoot Target ->Shoot Target ->Shoot Self ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Target ->Shoot Closest Friendly. etc...
etc...
And then just have that in a loop.
The "Falling Over" could be similar. e.g.
After 1 min: Fall over, After 3 min pass: Fall over, After 2 min pass: fall over, After 3 min pass: fall over ->LOOP->
--
No idea how you would do the not following orders thing... but your smart people, you could work it out
Edited by Deverill, 10 January 2009 - 05:05.
#4
Posted 10 January 2009 - 05:04
Easier said than done.
#5
Posted 11 January 2009 - 01:25
Actually, it would be quite easy. You just need to give the Rebel a projectile which could do one of two things:
1. Hit target normally
2. Explode, doing damage to the Rebel itself.
Then, just give the Rebel a small area damage, and a small spread, and you now have slight inaccuracy with potential to shoot allies if they are in the way. As for targeting allies and shooting them, I'm not sure.
1. Hit target normally
2. Explode, doing damage to the Rebel itself.
Then, just give the Rebel a small area damage, and a small spread, and you now have slight inaccuracy with potential to shoot allies if they are in the way. As for targeting allies and shooting them, I'm not sure.
#6
Posted 11 January 2009 - 01:36
Now thats thinking outside of the box
#7
Posted 31 August 2009 - 09:35
Jordan, on 11 Jan 2009, 1:25, said:
Actually, it would be quite easy. You just need to give the Rebel a projectile which could do one of two things:
1. Hit target normally
2. Explode, doing damage to the Rebel itself.
Then, just give the Rebel a small area damage, and a small spread, and you now have slight inaccuracy with potential to shoot allies if they are in the way. As for targeting allies and shooting them, I'm not sure.
1. Hit target normally
2. Explode, doing damage to the Rebel itself.
Then, just give the Rebel a small area damage, and a small spread, and you now have slight inaccuracy with potential to shoot allies if they are in the way. As for targeting allies and shooting them, I'm not sure.
maybe you could use the wall of fire logic wich makes the rebel shoot a area and ally would get damage.
on the otherhand it could make it op since you doing damge to a quite big area
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