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[BUG FIXED] Hell. Gore. Torture.


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 Post subject: Hell. Gore. Torture.
PostPosted: 08 Jun 2012, 18:00 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Hell is not a nice place. Especially all that eternal damnation and misery stuff. It should be filled with corpses, unfortunates being tortured etc. Use colour translations on all the dead marines/players so they are not all bright green.

Use these!
http://realm667.com/index.php?option=co ... Itemid=203
viewtopic.php?f=21&t=2705

These two I created specially for this project. :-P
viewtopic.php?f=21&t=2660
viewtopic.php?f=21&t=2487

And this. Gribbly!
http://realm667.com/index.php?option=co ... Itemid=291


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 Post subject: Re: Hell. Gore. Torture.
PostPosted: 08 Jun 2012, 18:23 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Also, note the DeadMarine actor I've added and used in the entrance to hell. You can use set aspects and color translations, or keep either or both random.
Code:
/* A marine corpse. Easy as pie. Use args[0] to set a translation.
   0   Green
   1   Indigo (grey)
   2   Brown
   3   Red
   4   Light Gray
   5   Light Brown
   6   Light Red
   7   Light Blue
   8   Tomato
   9   Dirt
   10   Blue
   11   Gold
   12   Sea
   13   Black
   14   Purple
   15   Vomit
   16   Pink
   17   Cream
   18   White
   19   Dark Green
 * Use args[1] to choose aspect of the corpse:
   0   Dead marine
   1   Torso, one arm
   2   Torso, throat cut
   3   Headless
   4   Exploded
   5   Legless
   6   Torsoless
   7   Doomed Space Marine from Duke 3D easter egg
 * Use args[2] to set it to pick a color randomly,
 * and args[3] to set it to pick an aspect randomly.
 */


In fact, the same system for choosing translations could be used for other marine victims.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Hell. Gore. Torture.
PostPosted: 08 Jun 2012, 18:59 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Ah, so this is done with decorate. I assumed the random translations were being applied with acs. >.<


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 Post subject: Re: Hell. Gore. Torture.
PostPosted: 08 Jun 2012, 20:41 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
Well, the color translations have to be created with ACS. But the randomless is purely DECORATE-driven, yes.


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 Post subject: Re: Hell. Gore. Torture.
PostPosted: 15 Jun 2012, 18:31 
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Still I agree with Toenail, these kinda things should be definetely added to the resource.


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 Post subject: Re: Hell. Gore. Torture.
PostPosted: 15 Jun 2012, 18:38 
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Added the sound and gore to the resources


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