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 Skull Faction 
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Joined: Wed Mar 28, 2007 9:02 pm
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Post Re: Skull Faction
Huh. I'll probably do that for the mutants.

I'm at about V0.2 ish. The sprites for the Skull Trooper (A clone wearing armor made of a mutated skeleton) are done except for the limbs. Which are annoying to sprite anyway. The code for the first gun is complete apart from tweaking the balance and such.

Image
Skull trooper looks awesome so far. The gun can penetrate most armor but it takes alot of shots for anything above heavy Crobo armor.


Sat Mar 14, 2009 1:25 am
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Post Re: Skull Faction
Duh102 wrote:
Siric wrote:
Solace wrote:
...you can't pick up gibs...

Can't you make them Gib Shield-like objects that you can pick up?

AddGib = Gib
*GibParticle = HDFirearm
**CopyOf = Shotgun
*Count = 1
*Spread = 0
*MaxVelocity = 10
*MinVelocity = 0
*InheritsVel = 0

* = Tab

I might've forgotten an important variable in there, but I think that should work.

Nope, sorry. You can gib weapons, shields, grenades... but actors can't pick them up, not even if you stick it in an ABomb.


Sat Mar 14, 2009 2:48 am
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happy carebear mom
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Post Re: Skull Faction
Solace wrote:
Nope, sorry. You can gib weapons, shields, grenades... but actors can't pick them up, not even if you stick it in an ABomb.

Are you sure? Then how do the pieces of metal from the furniture in the MapPack3 work? (yes, I know they're originally from Apocalypse Towers)
Oh, does it perhaps only work if you're gibbing a team0 actor or MOSRotating?


Sat Mar 14, 2009 2:56 am
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Post Re: Skull Faction
You make the gibs something that can be held of course.


Sat Mar 14, 2009 4:39 am
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Post Re: Skull Faction
I remember the old bone stuff you made before, glad to see you back and I look foreword to this and a idea I would like to see a clone with a skull and some other bones made in to a chest plate and a rib cage made in to a helmet kinda like a samurai helmet but I would like to still see the classic faceplate and sunglasses


Sat Mar 14, 2009 7:28 am
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Post Re: Skull Faction
3 solid wrote:
Just yesterday. Played CC and it brought back memories.

That quote goes the other way around but w/e, :P Anyway, Its good you are back.
The skull trooper looks cool.


Sat Mar 14, 2009 3:16 pm
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Post Re: Skull Faction
If i remember well,3 solid is also a Stranded 2 modder.

At least he's on their forums!


Sat Mar 14, 2009 6:14 pm
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Post Re: Skull Faction
Stranded 2??? From C404?


Sat Mar 14, 2009 7:24 pm
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Post Re: Skull Faction
Like I said, it'd be awesome if you could have something gib into or otherwise emit weapons... but... I can't make it work, and I've seen several mods from very good modders with failed attempts to make it work still in there. Honestly I have no idea why it doesn't work, since you can gib controllable actors... but... it just doesn't seem to.

EDIT: Actually there is one way I haven't tried yet, if you have it gib into an actor naturally holding that weapon which immediately dies and drops it. That might work.


Sat Mar 14, 2009 7:35 pm
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Post Re: Skull Faction
SpacePope wrote:
If i remember well,3 solid is also a Stranded 2 modder.

At least he's on their forums!

I am!?

Probably a coincidence.


Sat Mar 14, 2009 9:47 pm
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Post Re: Skull Faction
Solace wrote:
Like I said, it'd be awesome if you could have something gib into or otherwise emit weapons... but... I can't make it work, and I've seen several mods from very good modders with failed attempts to make it work still in there. Honestly I have no idea why it doesn't work, since you can gib controllable actors... but... it just doesn't seem to.

EDIT: Actually there is one way I haven't tried yet, if you have it gib into an actor naturally holding that weapon which immediately dies and drops it. That might work.


Umm... are you sure you tested this because it worked one build ago and has in almost every other build before that.
I know because I've done it, a lot.


Sun Mar 15, 2009 1:26 pm
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Post Re: Skull Faction
This isn't actually connected to the Skull Faction, I just had a random idea for a weapon.

1st- Is it possible to have more than one tracer round?
2nd- Is it possible for a weapon to have a spreadrange that goes all around it? So every time you fire the bullet will go off in a random direction.


Sun Mar 15, 2009 2:21 pm
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Post Re: Skull Faction
metal chao wrote:
Umm... are you sure you tested this because it worked one build ago and has in almost every other build before that.
I know because I've done it, a lot.

*shrug

You can try picking up my Midas' scroll-summoned nades, Orc-Gothic's Gargent-dropped Orc Weapon, or Ivan's mech-dropped missile launcher... 'cause I sure can't. If I'm doing something horribly, horribly wrong, I'd love to know...


Sun Mar 15, 2009 5:41 pm
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Post Re: Skull Faction
There can be 2 tracer rounds as far as I know. Someone made a 2bmg with tracer rounds.


Sun Mar 15, 2009 5:53 pm
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Post Re: Skull Faction
Flammablezombie wrote:
There can be 2 tracer rounds as far as I know.

No. No you can't. Unless something incredibly cool happened while I was away overnight.
Flammablezombie wrote:
Someone made a 2bmg with tracer rounds.

If that means "Two-Barreled Machine Gun", then you're talking about the machine gun using the "wide beam" method to shoot alternating machine gun shots. The regular round is the first spot, then the tracer is the second spot. A five barreled machine gun was made the same way, but for that the regular round does either 2 or 3 spots and the tracer does the remaining.


Mon Mar 16, 2009 12:13 am
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