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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Should i develop this mod?
I agree. It'll be fun.
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Sun Sep 21, 2008 5:32 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: Should i develop this mod?
Everyone ITT wrote: Please release a WWII mod. Yay people like it! I just finished tuning the garand, Now I will work on the rifleman's other Weapons, then i shall work on the rest of the Army, then the Wehrmacht Rifleman, then the rest of the Wehrmacht.
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Sun Sep 21, 2008 5:43 pm |
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macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
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Re: Should i develop this mod?
Siric wrote: Everyone ITT wrote: Please release a WWII mod. Yay people like it! I just finished tuning the garand, Now I will work on the rifleman's other Weapons, then i shall work on the rest of the Army, then the Wehrmacht Rifleman, then the rest of the Wehrmacht. Yay!!! more riflemen. This looks great, no overpowered stupid laser weapons that melt people and ruin good mods. (although some veropewerded lasors are okay*coughDS tech jugment cough*)
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Sun Sep 21, 2008 10:30 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: Should i develop this mod?
The Rifleman is finished, but the Rifle Grenades are driving me insane. They keep exploding on impact, thats not what i want them to do. here is the code: Code: AddDevice = TDExplosive PresetName = Riflenade AddToGroup = Explosives Mass = 1 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DoD.rte/GrenadeGarand/GG.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 AddEmitter = AEmitter CopyOf = Smoketrail ParentOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal Buyable = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 DrawAfterParent = 1 DetonationSound = Sound AddSample = ContentFile Path = Base.rte/Sounds/Explode2.wav StanceOffset = Vector X = -12 Y = -5 StartThrowOffset = Vector X = -12 Y = -5 EndThrowOffset = Vector X = -12 Y = -5 TriggerDelay = 5500 ParticleNumberToAdd = 10 AddParticles = MOSParticle CopyOf = Side Thruster Blast Ball 1 ParticleNumberToAdd = 20 AddParticles = MOPixel CopyOf = Grenade Fragment Gray ParticleNumberToAdd = 20 AddParticles = MOPixel CopyOf = Grenade Fragment Yellow ParticleNumberToAdd = 30 AddParticles = MOPixel CopyOf = Air Blast
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Mon Sep 22, 2008 1:24 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: Should i develop this mod?
Try adding a really high GibImpulseLimit.
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Mon Sep 22, 2008 2:48 am |
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macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
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Re: Should i develop this mod?
Aw man, like stuff that explodes on impact more than timed stuff.
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Mon Sep 22, 2008 3:02 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Should i develop this mod?
Or remove the GibImpulseLimit entirely. Keep in mind that sometimes they still explode on impact, no matter what.
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Mon Sep 22, 2008 7:50 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Should i develop this mod?
If you're really going to give us all ANOTHER ww2 mod, please make it better than the last ones...
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Mon Sep 22, 2008 8:17 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DoV Alpha
The high GibImpulseLimit helped but now when it hits actors it explodes. On a Higher note, Post here if you want to be included in the Alpha testing of the Day of Victory mod (DoV), i will give Updates every few days. EDIT: Teaser Time! don't worry, those splotches are just the magazine being positioned incorrectly.
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Mon Sep 22, 2008 10:32 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: DoV Alpha
Day of Victory.
AHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHAHHA.
AHAhaAHAHHAHAHA.
AHAHAHAH.
HaAHA.
Aha.
Ah...
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Mon Sep 22, 2008 10:57 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DoV Alpha
venn177 wrote: Day of Victory. *lots-o-laughing* Yeah, the name might change.
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Mon Sep 22, 2008 11:00 pm |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: DoV Alpha
I'll be happy to test.
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Mon Sep 22, 2008 11:32 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DoV Alpha
FoiL wrote: I'll be happy to test. An Alpha has been sent. In other news, I'm taking a break for a little while.
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Tue Sep 23, 2008 12:31 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: DoV Alpha
I too would be happy to test.
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Tue Sep 23, 2008 2:21 am |
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alaifain
Joined: Sat Feb 09, 2008 7:44 pm Posts: 230 Location: Vancouver, BC
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Re: DoV Alpha
I would love to test, send me your email if you decide to let me, It'll be easier for me to contact you like that.
On a semi-related note, there was a pretty good WWII mod done for either build 19 or 20, it's in Evil Frosted Muffins "Every mod from builds 19 and 20" or whatever its called, I deleted it, because the guns were terrain rapers for the most part, but the sprites were nice. You might wanna check it out.
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Tue Sep 23, 2008 5:40 am |
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