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 Cryo Weapons 
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: Nooby mod
SpriteAnimDuration = <time in ms>


Tue Dec 02, 2008 12:28 pm
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Joined: Mon Apr 07, 2008 5:25 pm
Posts: 93
Location: Wasteland
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Post Re: Nooby mod
I'm sure I'm doing something wrong. Setting up on even 20000 doesn't seem to change anything and thanks for reply :D . My other problem is with bomb - TDExplosives gibed from it don't explode on set timer. Also don't mind those rte in my earlier posts, I've changed few things since then.


Tue Dec 02, 2008 10:48 pm
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Joined: Mon Apr 07, 2008 5:25 pm
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Location: Wasteland
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Post Re: Cryo Weapons
I'm stuck with bombs from bomb not detonating on timer, and Ice Cannon anim beign too fast. Here is .rte with stuff so it might be easier for you to give me feedback :wink: . There is LOT of stuff to do. I've started making anti armour cannon (no real progress, its very unfinished right now), also I have to balance stuff damage wise, flesh actors are insta killed and dummies are affected more or less like i wanted (killable but not from long range).


Sun Dec 07, 2008 3:11 pm
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Joined: Tue Nov 11, 2008 8:26 am
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Location: Near Aloha
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Post Re: Cryo Weapons
It almost seems like CC is trying to cram all the firing animation frames into the same time period it would allot a single frame. I wonder if it's even possible to fix this in B22.


Sun Dec 07, 2008 3:56 pm
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Cryo Weapons
Yeah, Data really needs to work on Devices in general I think.


Mon Dec 08, 2008 3:21 am
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