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 Ballistic Weapons: Mercenaries! ))AAL Discussion 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
I've been working hard on the next build so I havent touched this for some time now. It has some really good stuff that will change a some of the aspects in this mod. Mainly the functional stuff on weapons and so on.

As for the Lua to make a deathmatch scene happen; Its fully possible even now.
Although it seems that Daman has forgotten completely that he was willing to do a script for it... oh well. Guess I should go poke him or something.

Also I decided that once I have all the main weapons coded in implemented and balanced somehow, I will announce a public beta. I considered a closed beta first but then I figured a public one would be better. That beta wont have the script nor any maps, but it will have the faction side of the mod done.


Wed Oct 29, 2008 9:52 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Haha, youre pretty good with scifi talk! :smile:

Thankyou, I try.


Wed Oct 29, 2008 12:24 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
I've been working hard on the next build.

That's all I need to hear, the rest is an awesome bonus. Looking forward to this explosive, mushy gibbing :twisted:


Wed Oct 29, 2008 11:15 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Oh yes, numgun, as a DRL dev, is any estimated release date strictly prohibited by Data himself?
And the bones looked cool.
Maybe you could make it gib specific parts of the skull and spine, instead of removing the whole things, no matter how unrealistic.
EDIT: It's a shame that Numgun and Capnbubs isn't an admin seeing that they work for DRL.


Last edited by Roy-G-Biv on Thu Oct 30, 2008 1:16 am, edited 1 time in total.



Thu Oct 30, 2008 1:06 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
After all, CC really isn't all about realism


Thu Oct 30, 2008 1:08 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Aspect wrote:
After all, CC really isn't all about realism


Careful there, Darlos might hear us.


Thu Oct 30, 2008 1:19 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
then youd be in trouble.
Exalion wrote:
(although only so this is finished!)

NO! i want more stuff to mod with. this will just be a superbonus.
Roy-G-Biv wrote:
Maybe you could make it gib specific parts of the skull and spine, instead of removing the whole things, no matter how unrealistic.

it will, thats where the pieces of bone come from in the torso and head, the spine, ribs and skull. they arent just going to be gone, but they likely wont be recognisable. if youre all for mushy gore you should be happy the actor gets smashed that bit smaller.


Thu Oct 30, 2008 6:12 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Looks really nice! Also, it's good to see a fellow finlander making mods this good.
Keep up the good work, im waiting eagerly for this to come out. :D


Thu Oct 30, 2008 2:04 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Aspect wrote:
After all, CC really isn't all about realism


Careful there, Darlos might hear us.

HAHAHA priceless lol.

You guys are getting a bit off-topic again.

- Electro


Thu Oct 30, 2008 4:49 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Nice :)

Going to need more than that, buddy. Try going for a minimum of 10 words when complimenting a mod. While "Nice :)" is sure nice to numgun, it's more instant-messenger worthy and not something worth a whole post.

Also, be sure to fill out executive forms FT-135a and FT-135b* if you (the "user") wish to post more than 4.874 times per cycle period (GMT).

- Electro

*Citizens of Canada, Nigeria, and Finland do not need to fill out FT-135b, but will need to contact an administrative associate for a registration code.


Thu Oct 30, 2008 4:51 pm
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Azukki wrote:
numgun wrote:
As a hint for others: Always have your emitters as attached ones unless youre planning having them pinned really good.
I keep hearing that, but I never hear or experience any reasons why.
I just talked about it with Data yesterday and now he fixed it. Now they are safe to use as projectiles in the next build. lol.

excellent outstanding good

But, what WAS the problem? Screwy collisions? Build up of emissions before firing?


Fri Oct 31, 2008 1:09 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Electro wrote:
Also, be sure to fill out executive forms FT-135a and FT-135b* if you (the "user") wish to post more than 4.874 times per cycle period (GMT).

- Electro

*Citizens of Canada, Nigeria, and Finland do not need to fill out FT-135b, but will need to contact an administrative associate for a registration code.

What the hell is with that??


Fri Oct 31, 2008 3:45 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
numgun wrote:
Aspect wrote:
After all, CC really isn't all about realism


Careful there, Darlos might hear us.

Hey now, I'm not that bad. I understand this game isn't ALL about realism. I just get annoyed in certain cases, like when people seem to imply that it can't EVER be about realism, or they make the comment towards somebody else who is attempting some realism, like they shouldn't care about it.

Azukki wrote:
numgun wrote:
As a hint for others: Always have your emitters as attached ones unless youre planning having them pinned really good.


I keep hearing that, but I never hear or experience any reasons why.

Stability issues aside... I found that you can't really get an emitter to glow in any way by itself. Odd, since you'd think adding a glow to a flash would make it happen... but it doesn't. At least not by my experience.

...I don't really post in this thread much, do I? This mod DOES look exciting... it also makes me want to fire up UT2k4 in order to try out the mod that inspired you. This is looking more likely as UT3 continues to be under-played online...


Fri Oct 31, 2008 5:48 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Darlos9D wrote:
I found that you can't really get an emitter to glow in any way by itself. Odd, since you'd think adding a glow to a flash would make it happen... but it doesn't. At least not by my experience.
Code:
   Flash = Attachable
      CopyOf = blah blah blah Muzzle Flash
      InstanceName = Test with glow
      ScreenEffect = ContentFile
         FilePath = mod.rte/whatever/img.bmp
      EffectStartTime = 0
      EffectStopTime = 10000
      EffectStartStrength = 1
      EffectStopStrength = 1   
Worked for me. Although, it was strangely off-center.

Darlos9D wrote:
Stability issues aside...
Please do elaborate. Causing crashes? Shooting off to where you don't want them? What's unstable about them? I really would like to know.


The mod's looking pretty neat, numgun. I don't really like the jet's flamey/dark smoke effects though, but I can't quite put my finger on why I don't like it, so I won't bother trying to explain it. The guns and gore sound fun.


Fri Oct 31, 2008 6:39 am
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Post Re: Ballistic Weapons: Mercenaries! ))AAL Discussion
Darlos9D wrote:
...I don't really post in this thread much, do I? This mod DOES look exciting... it also makes me want to fire up UT2k4 in order to try out the mod that inspired you. This is looking more likely as UT3 continues to be under-played online...


I hate UT3: all the weapons have been wimp-ified, and the gameplay is trying to be more team-based, when UT was always meant to be a Deathmatch game. I've been playing ut2k4 a lot more recently. With ballistic weapons, it could be a game that came out yesterday.


Fri Oct 31, 2008 9:26 am
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