With a couple of new meshes out for him now, how have you guys made him?
Also interested in this one, he's at the bottom of my list to be added in, but he's still on the list....
i have a bunch of prometheus hero files, each one set up to deal with a different type of opponent (filer superstrong, fast, ranged/blaster etc.) and use shapeshifter to change between them as needed.
i use this to simulate him accessing his uploadable knowldge and skills ability, showing how he adapts to each situation as necessary. plus this means i dont have to have a bunch of melle attacks wasting my powerslots when i face hulk or some other bruiser.
why duke it out with an opponent i cant beat? i change into the brick breaker form and use a bunch of status changing attacks to slow, confuse and weaken them. then when i gotta fight cap or bats, i switch to the melee version with higher agaility stats.
my only caveat is to use a very fast animation for the shapeshift or you'll be standing their in the middle of your data download, only to cop a red white and blue shield to the face...
Very interesting, and a great approach to the character........I wonder how I could set something similar up for the AI to use...
This is what I have for him, makes him pretty versatile and really fun. Ignore the stats and the magnitude of the powers, those are just guesses and it works with the rest of the characters in my game.
Stats:
Strength: 6 Extremely Strong
Speed: 5 Very Fast
Agility: 6 Extremely Agile
Endurance: 6 Extremely Hardy
Energy: 5 Very Powerful
Attributes:
disciplined
crack shot
wall climbing
Powers:
anti-hero punch (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Trace
Stun: None
Knockback: Medium
Swiftness: Normal
Arc: No Arc
Level: 1
Animation Name: melee_5
Attached FX Name: supercollider_massivepunch
beat-down (Melee):
DamageType: Crushing
Magnitude: Low
Energy Point Cost: Minor
Stun: None
Knockback: Low
Swiftness: Normal
Arc: No Arc
Level: 1
Animation Name: melee_12
Attached FX Name: bullet_pummel
phosphorus dart (Ranged - Projectile):
DamageType: Special - Mind Blank
Magnitude: Medium
Energy Point Cost: None
Stun: None
Knockback: None
Velocity: Fast
Radius: None
Range: Long
Accuracy: Very Fast
Level: 1
Animation Name: ranged_2
Attached FX Name: midnighter_dart
hypnosis (Direct):
DamageType: Special - Hypnopsis
Magnitude: Medium
Energy Point Cost: Low
Stun: None
Knockback: None
Range: Medium
Level: 1
Animation Name: direct
Attached FX Name: hypno_eyes_black
stasis grenade (Ranged - Explosive Projectile):
DamageType: Special - Stasis
Magnitude: Medium
Energy Point Cost: Trace
Stun: Medium
Knockback: Medium
Velocity: Slow
Radius: Medium
Range: Medium
Accuracy: Very Low
Level: 1
Animation Name: ranged_6
Attached FX Name: libertylad_stungrenade
Power Flags: Grenade
neural chaff (Direct):
DamageType: Power Null
Magnitude: High
Energy Point Cost: Medium
Stun: None
Knockback: None
Range: Medium
Level: 1
Animation Name: direct
Attached FX Name: Glitch_burnout
download technique (Melee):
DamageType: Crushing
Magnitude: Very Low
Energy Point Cost: Low
Stun: Medium
Knockback: None
Swiftness: Slow
Arc: No Arc
Level: 1
Animation Name: melee_9
Attached FX Name: order_punishment
stun club (Melee):
DamageType: Electrical
Magnitude: Very Low
Energy Point Cost: Minor
Stun: Very High
Knockback: Low
Swiftness: Fast
Arc: No Arc
Level: 1
Animation Name: melee
Attached FX Name: manowar_electric_arc