CSMech

Discuss and provide feedback on Maps.
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YEAAAHHHHHHHHHH
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Re: CSMech 1.0

Post by YEAAAHHHHHHHHHH »

I like that headshot idea
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pooty
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Re: CSMech 1.0

Post by pooty »

Server updated with the latest.
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

New version available! Download here CSMech_1.4.zip

changes in 1.4

- Add Bombotron at 2000 health with mega grenade launcher
- Add Biotron at 1800 with mega bio rifle, immune from other bio
- speedup Armortron primary fire charge, increase range, add beam effect
- Reduce snipertron base damage from 280 to 200
- add camera roll bug fix to all mechs

Bombotron
Image

Biotron
Image
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TotalBurn
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Re: CSMech 1.0

Post by TotalBurn »

Very nice work! Which version of Red Planet has the mechs? I installed the one I had in my cache but its mech-less. So I must have the wrong version. TIA
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

I'm not sure they are on any version atm.

What you see in the pictures is me running the mutator on the stock Red Planet map. If you put the CSMech.u and .ucl files in your system folder there will be a new 'csmech test' mutator to play with. It's mostly for me to test the new mechs without needing to edit a map. All of the stock vehicles are at the base in Red Planet so I use that. There are 6 stock vehicles and 8 mechs so you will be missing Flakatron and Shockatron when using the mutator.

Be aware that putting any of my CS*.u files in your system folder risks causing a 'package mismatch' error when connecting to the omni server. Since I'm always working on them I always have to delete them before playing.
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TotalBurn
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Re: CSMech 1.0

Post by TotalBurn »

Huge thanks, adding the mutator spawned the mechs. Just what I was looking for. I wanted to practice offline with them. Thanks again my man. Much appreciated!

Edit: I know this sounds off the wall. But is there a way to spawn mechs in a DM map? Ive seen a few DM maps where ONS vehicles spawn as neutral. Wondering if I could pull that off with mechs.
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pooty
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Re: CSMech 1.0

Post by pooty »

Latest version is on the server.
ONS-Torlan-Mechs-V3.ut2 - Has every Mech.
Some Mechs are on Dria-Randomizer, AJY-Randomizer
No Mechs on RedPlanet.

If you're playing offline you can use the console summon command.
Hit the ~ open the console
god
summon CSMech.CSBombMech
summon CSMech.CSArmorMech
summon CSMech.CSFlakMech
summon CSMech.CSShockMech
summon CSMech.CSRocketMech
summon CSMech.CSBioMech

I recommend god mode, otherwise when you summon you usually get squished.
And you need the class names (not the in game vehicle name)
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captainsnarf
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Re: CSMech 1.0

Post by captainsnarf »

----------
Biotron

Health 1800

Primary -
Fire Interval: 0.33
Base Damage: 50
Damage: 150
Damage Radius: 150

Secondary -
Fire Interval: 1.4
Base Damage: 150
Damage: 650
Damage Radius: 200

Horn1: Twiki from buck rogers
Horn2: cylon saying 'by your command'

* Immune to bio globs and bio lasers

----------------------
Bombotron

Health 2000

Primary -
Fire Interval: 0.65
Damage: 400
Damage Radius: 700
Max Bombs: 8

Secondary -
discharge

Horn1: Berbils from thundercats
Horn2: Battle of the Planets intro fanfare

---------------------
Flakatron

Health 1600

Primary -
Fire Interval: 1.07
Shard Damage: 26
Shards: 20

Secondary -
Fire Interval: 1.32
Damage: 360
Damage Radius: 800

Horn1: Good, bad, & ugly theme
Horn2: 'roger roger' from starwars

* can fire primary and secondary simultaneously/independently

-----------------
Linkatron

Health 1600

Primary -
Fire Interval: 0.18
Damage: 120
Damage Radius: 0

Secondary -
Fire Interval: 0.12
Damage: 45
Range: 4000

Horn1: voltron theme
Horn2: soundwave saying 'prepare to counterattack'


------------------
Rocketron

Health 1800

Primary -
Fire Interval: 1.25
Damage: 360
Damage Radius: 800

Secondary -
Fire Interval: 3.25
Damage: 360 x3
Damage Radius: 800

Horn1: soundwave saying 'operation destruction'
Horn2: soundwave saying 'increase efficiency or be terminated'

* can fire primary and secondary simultaneously/independently


-----------------------
Armortron

Health 2000

Primary -
Fire Interval: 0.5
full charge time: 1.2
Damage Min: 250
Damage Max: 2000
Range: 1000

Secondary -
Shield, absorbs 10000 damage
on/off delay: 0.7
recharge rate: 400
recharge rate while shield active: 50

Horn1: 1812 overture
Horn2: o fortuna

--------------------------
Shockatron

Health 2000

Primary -
Fire Interval: 0.7
Damage: 180

Secondary -
Fire Interval: 0.6
Damage: 180
Damage Radius: 600
Combo Damage: 1000
Combo Radius: 1100

Horn1: ride of the valkyries
Horn2: cavalry charge


---------------------------------
Snipertron

Health 1400

Primary -
Fire Interval: 1.6
Damage: 200
Max random secondary arcs: 3
random arc damage multiplier: 0.5
random arc range: 1200
Headshot damage multiplier: 2.0

secondary -
zoom

Horn1: missionimpossible
Horn2: nelson 'ha ha'

* can hover jump

** all mechs take 3x damage from Lightning Gun (not snipertron gun) and Sniper Rifle
*** all mechs take 5x damage from headshot from Lightning Gun and Sniper Rifle
Last edited by captainsnarf on Tue Dec 28, 2021 12:33 pm, edited 1 time in total.
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McLovin
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Re: CSMech 1.0

Post by McLovin »

Had to laugh today when I saw this meme. Reminds me of our Mechs.

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Enyo
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Re: CSMech 1.0

Post by Enyo »

The snipertron still feels a bit OP... maybe reduce the random arc damage multiplier to .25, and/or the headshot multiplier to 1.5? It stills seems too easy to take out other mechs with one shot.

I do like that it can sorta fly, but it is a pretty big advantage over the other mechs. I don't want to see that go away, but I think some of the other mechs should have a similar rocket boosted double jump, but a much shorter and lower single boost with a reasonable refresh meter. It would be extra cool if some could do a rocket boosted dodge jump in any direction, again with a cool down meter.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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