Saw the movie once but it was a long time ago so I couldn't remember the brain bug was the big fella in the nest.
Either that, or Infestors would automatically know where you were at all times after that point; they would move towards you after that; perhaps able to move through props you make or something, in lieu of having to know passcodes, since I can't figure out how that could work without loads of redundant or useless code.
As for the OFF! part: no idea. Maybe they have a weakness but I don't think terrestrial bug repellents would work against aliens.
Wait, so maybe infestors + brainbug = Borg(ish)? That would be epic; kill one with a pistol, and then they're all immune to the pistol after a period of time; get brainbugged, and they become immune right away. Eventually, they could become immune to fire...and then nukes...and then their ultimate offensive attack would be to cause massive lag until Gmod exploded.
Or make them go Cylon-ish: kill one and the others will instantly know where you are and what weapon you pack. Good luck fending off all the infestors doing their best zerg impression.
So, Infestors + Borg + Cylons + Zerg = Inbocyze? Actually, that sounds like some technical name for them...Inbocyze Rsrgnsrg.
So it's a drug that turns people into infestors now?
Infestors + headcrabs = ??
Holy crap, I'm a gold member, what? Maybe if the Silly Story thread was still around..
Anyway, Infestors + headcrabs...maybe the brainbug-infestors should do that. Except they leap at your head and stab it.
The infestor part meaning the body would multiply and eventually take over the map?
The player body, or the infestors?
I imagine the infestors with bodies being the "leaders" and the infestors without bodies to be the "drones".
Hm; brainbugs would be the leader-types, so I expect that those who've been "infested" would be leaders. I wouldn't say that normal infestors were drones; it sounds too much like bugs, which has been done a million times. I'd say they just follow/protect the infested.
The normal infestors main priority should be protect the leaders and make more of them. Replicate, in some way.
Hi, I haven't used this mod in well over 9 months or so, but recently I've been playing Garry's Mod again and downloaded this as it is one of my favorite mods.
Everything is working perfectly, except for one thing. I can't seem to spawn a Manned Turret entity. It's there in the spawnlist, but when I click on it, nothing happens at all. No turret shows up, and I don't get and lua errors or anything. I'm pretty sure I have every SBEP svn installed properly.
I'm using Pew Pew instead of Gcombat '08. Do you think that could be the problem? If not, anything other help would be appreciated.
To the best of my knowlege, turrets are just one of many buggy things; using PewPew shouldn't affect that, as I've used PewPew ever since it first came out., and haven't had any problems like that.
In the beginning of the manned turret file, they is either a comma or slash, forgot which, that corrupts the script. Remove it and your manned turret will spawn.
It's very obvious-first line, only thing on the whole line.
After bugging my brothers-in-law nonstop with the line "You Must Construct Additional Pylons" and "You Require More Vespene Gas" while they were playing StarCraft II a few weeks ago, it makes we wonder why the SBEP weapons don't use any energy or materials; I know thoughts on how to build things with resources have been underway for a long time, but perhaps a new update could include making various weapons require energy and/or random combinations of other stuff to fire?
Maybe the Macs could use a ridiculous amount of energy, like in the millions of millions range? (considering how easy it is to just spam Large Wind Generators to get a billion energy in 4 seconds...)
And to further stretch the resource that is coders in this group, what about that custom missile project?
I suppose SBEP could have a mode where it ties in with SpaceAge; the more metals you mine, the more you can use for ship pieces. Each ship piece could have a correspondingly higher cost the larger it is. Mining equipment (the cost to build, not to upgrade) and dinky vanilla props could be free, or really low.
My 2 cents.
Joking. I completely agree; I'd love to be more proactive, and I may well be in a few weeks when the summer starts, but I doubt I'll ever be putting the time into it that I used to. For me, some of the content is extremely disconnected - while this is not necessarily a bad thing (it may give more versatility), it also gives the pack a jumbled feel; more of a collection of assorted smaller packs. We hit our original targets (mostly) an extremely long time ago, and then began to wander as developers explored all sorts of new tangents without any overall focus point.
I'm not saying this is anyone's fault; I'm just saying that's how we got to where we are. Personally, I see no future for the pack in its current state: it needs to have some models removed, and the rest improved in quality (both in geometry and texture); entities also need filtering and those deemed appropriate need fixing or rewriting; and it needs more support added for content control, both for the purpose of resource usage and for server admins. Possibly combined with a rebranding, as for many there are (often justified) negative connotations with the current name. In other words, rather than starting to steer the pack in some direction, a new pack should be formed with a clear focus, that may use some elements of SBEP, but none of them in their current state.
My two radical and optimistic pence.
I guess those two wordwalls make sense...it makes me sad, but I guess there's not much else that can be done. The question is, where do we find developers?
I suppose this is a problem that has haunted basically every pack that has ever been made for any game; people have their own lives. It all ends eventually. I'd love to be a developer, but I don't have the time now to learn modeling, etc; too busy with school. After I graduate (a million years from now), I'll have a job take up most of my time for the next 50 or so years. I might get in a bit here and there, but I don't think anyone except someone who is specifically getting paid for it is going to truly continue any project.
Maybe Garry should hire some people to work on addons; Notch said at one point that he was going to charge to distribute the Minecraft Mod API to keep good mods going. Maybe the opposite is needed; Garry could hire the most prominant developers on the forum to keep stuff going. I dunno.
EDIT: Maybe Garry and Notch could hire each other to create MineMod/Garry's Mine/etc to....yeah, we've all thought about this before.
Well I finish for summer tomorrow and I've decided to sort through my models and either remove or remake them, Not like I'm a major contributor but I suppose its my duty. I'm sure I speak for the whole team when I say that helping the pack by contributing either ideas or content is appreciated and helpful, and the team are willing to help people learning by directing them to decent tutorials or explaining concepts... if they have time, I know I've badgered SLYFo a lot!
*sigh* This addon really seems to be dying doesn't it? There are a few things that should definately be repaired/saved- the lift entity being one of them. Most of my old ships are so large because I needed stairway pieces for level transitions and such. I may have asked this before but do the 10x, 8x, and 4x rocket pods actually do prop damage? If they don't that's one thing that should be fixed when a coder has time/for the new addon (if/when it happens). Fighters don't have too much purpose if their weapons can't destroy ships/bases.
Hysteria, do you have any plans on finishing the holopanel? Or can you show how to use it with e2? I have been wanting to use it for quite a while now(since your first video on it). If you want to and have time for it.
I love all the sbep things and it would be really cool if you "fixed" the holo panel
Suggestion if it hasn't been done already:
Carter's Stargate addon pack has a very good type of tuuret: Attach a chair to it and it follows the cursor, and fires if you press mouse1.
That could be done, for easier weapon building/usage.
Simple, use the manned turret.
Or something similar can be made with some wiring.