Pre 1.0 heretic radiation cloud

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Aury
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does anybody remember that old cloud of radiation surrounding the entrance gate to heretic?

I was wondering what sort of flexibility that particle system had; it was pretty neat I thought how the particles would deform & move back and such; could be used in some mods or something.
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Drako Slyith
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I remember it. I flew in a circle and watched the particles follow me, then died of radiation. It does have promise for mods though. Maybe have something like that as a kind of nebula in a star system? You get contaminated by flying through it.
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Ttech
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i remember it used to irridiate everything that went though.
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Aury
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That was before the level-inherent radiation immunity was implemented, so very few armors were immune to its effects.
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Ttech
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Wolfy wrote:That was before the level-inherent radiation immunity was implemented, so very few armors were immune to its effects.
it might be fun to make use of that radiation cloud again. For something, though I don't knwo what.
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Aury
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Ttech wrote:
Wolfy wrote:That was before the level-inherent radiation immunity was implemented, so very few armors were immune to its effects.
it might be fun to make use of that radiation cloud again. For something, though I don't knwo what.
:lol: Like just having it as some kind of high-level system navigational hazard? Sort of a way to prevent people from skipping ahead to fast too far I suppose is how it would act in effect... Probably a localized anomaly... Hmmmm idea idea...

You know what would be really evil? A cloud that does EMP >.> :lol:
That would be so bad game mechanic-wise.
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If it did emp forever, then your game is destroyed. That would be great for a parmadeath type game. When you die, you're resurrected into a cloud of EMP and have ultra light titanium armor. :D
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Exactly why I said it was so evil.

And the game says "Have a nice day! :D "
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"Have a nice, long, sort of dizzy day :D "
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Aury
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Here it is!

Code: Select all

<Particles 
	name=		"radiation field"
	count=		"300"
	radius=		"8"
	dampening=	"996"
	minRadius=	"4"
	damage=		"plasma:1d8; radiation1"
	>

		<Image imageID="&rsDebris1;" imageX="0" imageY="32" imageWidth="4" imageHeight="4" imageFrameCount="8" imageTicksPerFrame="4"/>
</Particles>
For extra FUN:

Code: Select all

<Particles 
	name=		"EMP field"
	count=		"300"
	radius=		"8"
	dampening=	"996"
	minRadius=	"4"
	damage=		"plasma:1d8; EMP1"
	>

		<Image imageID="&rsDebris1;" imageX="0" imageY="32" imageWidth="4" imageHeight="4" imageFrameCount="8" imageTicksPerFrame="4"/>
</Particles>
(The EMP value doesn't really matter here because once you're trapped... you're trapped, so long as the damage is enough to cause your shields to stay down.)
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Or, you could use sustain. ;)
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But EMP stacks. If you continue to use EMP then they are paralyzed for longer. You'd have to use Sustain all the way through the cloud. If you made the cloud really, really thick...
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Aury
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... I am really surprised I never thought of that
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Bobby
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You could also set the last invoke time for sustain to the moment the player enters the field..
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Ttech
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I was thinking more along the lines of the anomaly in heretic.
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