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 Chargin' our lazors 
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Joined: Mon Apr 09, 2007 8:41 am
Posts: 78
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Post Re: Chargin' our lazors
0 doesnt damage terrain, anything higher or lower, for example 10000 or -10000 both equally hurts terrain. Though only positive numbers effect MOS.


Mon Dec 03, 2007 8:22 pm
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Joined: Sat May 05, 2007 6:04 pm
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Post Re: Chargin' our lazors
Did you check the biobomb?

:l

Also I don't think my MOSRotatings mass is killing the clones, because it has such a low GIL.
Meaning it should die itself before it kills anything else.

If you fire the weapons at EvilPonis zombies, you will notice they are not shredded by the mass, or affected at all.


Mon Dec 03, 2007 8:31 pm
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Post Re: Chargin' our lazors
I wasnt talking about the mosrotating, i was talking about the mopixels: the blastpixels. I obviously was, because I was talking about 0.06 x 500, which is mass x amount the mosrotating has 0 mass and an amount of 1. Evilponies zombies arent killed because they have higher jointstrength and because of that their limbs wont be ripped of.

EDIT: downloading the biobomb right now.

EDIT: BioBomb: same thing, exept that instead of 0.06 the particles are 1.0.


Mon Dec 03, 2007 8:38 pm
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Post Re: Chargin' our lazors
Well in that case his problem is solved.
For good results, low sharpness (5 to -5), low mass and high speed.


Mon Dec 03, 2007 9:11 pm
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Post Re: Chargin' our lazors
My job is done here. *rides of to the sunset*


Mon Dec 03, 2007 9:16 pm
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Joined: Tue Apr 24, 2007 12:48 pm
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Location: In a Lab deep underground researching the secrets of tha whoop
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Post Re: Chargin' our lazors
I know this is kinda off-topic but of something with the mass of a feather or less as this case wouldnt it just stop a meter or so infront of the actor :???:


Tue Dec 04, 2007 8:23 pm
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Joined: Fri Dec 29, 2006 7:42 pm
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Post Re: Chargin' our lazors
CC doesn't apply totally realistic real world physics.


Tue Dec 04, 2007 8:25 pm
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