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INF-induced death!

 
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 03, 2008 20:44    Post subject: INF-induced death! View user's profile Send private message Reply with quote

Is there any way I can use INF to kill an enemy? I've tried crusher sectors, they don't work Sad
It's not that important on moving enemies, mostly just stationary explosive barrels that will cause collateral damage.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 03, 2008 21:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

Did you do a crusher elevator properly flagged to... crush? Cause if you don't it just stops without killing.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 04, 2008 01:02    Post subject: View user's profile Send private message Reply with quote

Yeah, the crusher flag is set. When it goes down, it pushes the stormtrooper into the ground and he continues to shoot at me from . . . underground. It looks like his shots are hitting the bottom of the sector . . . I really don't get it. Do crushers even affect enemies at all?

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Jun 04, 2008 03:25    Post subject: View user's profile Send private message Reply with quote

The Maximum Security demo used a trick where a turret is given a line of sight to the player with a barrel in between, causing it to shoot the barrel. You might be able to use that somehow.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 04, 2008 11:53    Post subject: View user's profile Send private message Reply with quote

Yeah, that's a good idea. It can also be used to kill normal enemies using the turret's explosive blast Very Happy

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: May 19, 2009 03:24    Post subject: View user's profile Send private message Reply with quote

Thinking further, I remember having the idea way back in the day to trap an enemy in a subsector. There might have been a showcase level that used it too. I don't remember the details, but basically the engine would detect the enemy's moving to the north, south, east or west of the subsector and instantly move it to catch up with him. If that worked, you could use the Kurek adjoin technique to play the death animation on cue.

Now that I've typed that I see you were talking about turrets to begin with anyway, but I'm throwing it out there in case it's a new idea.

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