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 DoV Alpha 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: Should i develop this mod?
I agree. It'll be fun. :)


Sun Sep 21, 2008 5:32 pm
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Joined: Wed Oct 25, 2006 7:57 pm
Posts: 240
Location: Out there, among the stars.
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Post 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.


Sun Sep 21, 2008 5:43 pm
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Joined: Wed Jul 09, 2008 1:34 am
Posts: 218
Location: Monkey Island: It is teh fluffy here.
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Post 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. :grin:
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*) :roll:


Sun Sep 21, 2008 10:30 pm
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Location: Out there, among the stars.
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Post 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


Mon Sep 22, 2008 1:24 am
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Joined: Tue Dec 12, 2006 1:09 am
Posts: 698
Location: Plymouth, NC
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Post Re: Should i develop this mod?
Try adding a really high GibImpulseLimit.


Mon Sep 22, 2008 2:48 am
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Joined: Wed Jul 09, 2008 1:34 am
Posts: 218
Location: Monkey Island: It is teh fluffy here.
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Post Re: Should i develop this mod?
Aw man, like stuff that explodes on impact more than timed stuff. :sad:


Mon Sep 22, 2008 3:02 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: Should i develop this mod?
Or remove the GibImpulseLimit entirely. :)

Keep in mind that sometimes they still explode on impact, no matter what.


Mon Sep 22, 2008 7:50 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post 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...


Mon Sep 22, 2008 8:17 am
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Joined: Wed Oct 25, 2006 7:57 pm
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Location: Out there, among the stars.
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Post 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.

Image


Mon Sep 22, 2008 10:32 pm
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Joined: Sun Mar 18, 2007 5:35 am
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Location: Largo, Florida
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Post Re: DoV Alpha
Day of Victory.

AHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHAHHA.

AHAhaAHAHHAHAHA.

AHAHAHAH.

HaAHA.

Aha.

Ah...


Mon Sep 22, 2008 10:57 pm
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Post Re: DoV Alpha
venn177 wrote:
Day of Victory.
*lots-o-laughing*

Yeah, the name might change.


Mon Sep 22, 2008 11:00 pm
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Joined: Tue Oct 30, 2007 4:02 pm
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Post Re: DoV Alpha
I'll be happy to test.


Mon Sep 22, 2008 11:32 pm
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Post 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.


Tue Sep 23, 2008 12:31 am
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Post Re: DoV Alpha
I too would be happy to test.


Tue Sep 23, 2008 2:21 am
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Joined: Sat Feb 09, 2008 7:44 pm
Posts: 230
Location: Vancouver, BC
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Post 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.


Tue Sep 23, 2008 5:40 am
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