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 Begin work on Beta Version Ork GaRgAnT 
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Joined: Mon May 12, 2008 11:54 am
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Location: Ukraine
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Post Re: Begin work on Beta Version Ork GaRgAnT
Brainwashed wrote:
I think you should raise the GibWoundLimit to something around 2000.


no dont work =(

I it is necessary that Body gargant was VERY strong
as this with do?


Thu Jul 17, 2008 5:37 pm
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Joined: Fri May 16, 2008 11:12 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
So you're saying the Gargant is finished, all you need to do now is fix that damage problem? Hmm. I'm sorry but I don't really know how you could fix it.


Sat Jul 19, 2008 3:51 am
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Post Re: Begin work on Beta Version Ork GaRgAnT
Jointstrength.
You are saying the limbs and armour fly off easily?
I think the variable you want it JointStrength.


Sat Jul 19, 2008 9:35 am
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
Try JointStiffiness = 0.0 too. Might help.
JointStrenght can be around 3000-10000


Sat Jul 19, 2008 11:30 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
metal chao wrote:
Jointstrength.
You are saying the limbs and armour fly off easily?
I think the variable you want it JointStrength.


numgun wrote:
Try JointStiffiness = 0.0 too. Might help.
JointStrenght can be around 3000-10000



no dont work =(((
I already and do not know that to do


Sun Jul 20, 2008 9:08 am
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Post Re: Begin work on Beta Version Ork GaRgAnT
this me Beta 0.7 version Gargant
I want that you have looked and realize in than problem,
it am cheated that you help me :???:


Sun Jul 20, 2008 2:45 pm
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
Well, first I have to say that this looks bloody amazing. :shock:

The emitter you used though, the "Dent Metal Light" has BurstDamage set at 0, meaning that right now your Gargant can't get any damage.

I'd add something like this:

EntryWound = AEmitter
CopyOf = Dent Metal Light
InstanceName = Dent Metal Gargant
BurstDamage = 0.10

ExitWound = AEmitter
CopyOf = Dent Metal Light
InstanceName = Dent Metal Gargant
BurstDamage = 0.10


(Don't forget the tabs ofcourse.)

Other than that the thing seems a bit light. I shot it with my LAS-R and it flew off the screen. :grin:

Great job, man!

Edit: Also try giving it some invisible arms to get rid of that "No arm!" text.


Sun Jul 20, 2008 3:18 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
Gotcha! wrote:
Other than that the thing seems a bit light. I shot it with my LAS-R and it flew off the screen. :grin:


This might be it. Give it more mass. About 400-1000kg. Also when you change mass, increace pushforce on the actor too so he would be able to move.


Sun Jul 20, 2008 10:06 pm
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Post Re: Begin work on Beta Version Ork GaRgAnT
The gun seems to disappear when you fire it. Also, you should decrease the lifetime on the particles given of by the jet pack.


Sun Jul 20, 2008 11:16 pm
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Joined: Thu Feb 14, 2008 9:05 am
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Post Re: Begin work on Beta Version Ork GaRgAnT
I'm quite fond of this thing so far, even though it's more of a Stompa in my opinion. I think that perhaps a variant should be made that actually has an arm equipped with something along the lines of several 'Eavy shootas, or perhaps a Zzap gun. Could also make one with a great Power Klaw that would mulch anything it touched.


Thu Jul 24, 2008 10:10 am
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