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 Skull Faction 
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Skull Faction
Does anyone else lul at how fast this necro'd? Can we get a beta or release for teh betaz 3 Solid?


Wed Mar 18, 2009 12:24 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: Skull Faction
Flammablezombie wrote:
Does anyone else lul at how fast this necro'd?

Wha...? Necro'd? This thread was started a few days ago, it can't be Necro'd if it's only a few days old.
Anyway, Solace's idea of a actor that spawns with a weapon/shield and dies instantly would work, although it would count toward your deaths, unless you make said actor neutral.


Wed Mar 18, 2009 12:39 am
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Post Re: Skull Faction
Is the problem that you can't get an actor to gib a holdable item?


Wed Mar 18, 2009 12:47 am
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Post Re: Skull Faction
Flammablezombie wrote:
Can we get a beta or release for teh betaz 3 Solid?

At the moment it's a crappy Heavy Soldier resprite with a silly head (under the helmet) and an awesome weapon. So not yet.
*Gets out of forum to do some work on this.*


Thu Mar 19, 2009 12:13 am
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Post Re: Skull Faction
Three things-

1- I am ill. This is a bad thing for me, but a good thing for you since it means I will not be at school today and thus spend more time on this mod.
2- The Spine Rifle has been balanced (apart from the goldcost) and is complete. Actually, I might add a bit more knockback, but it's pretty much finished.
3- I decided- Screw it. Let's upload the Spine Rifle. So I am.

The Spine Rifle, for those who don't remember it or haven't used the older version before, is a weapon with alot of power and can penetrate most armors. This version has been balanced with a relatively long reload time, a smaller magazine and a shorter sharplength than most other weapons. It's still alot more powerful than official stuff.


Thu Mar 19, 2009 10:04 am
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Post Re: Skull Faction
OH.MY.GOD.


:o :o :o :o :o


Thu Mar 19, 2009 4:10 pm
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Post Re: Skull Faction
Wait- I lied. The Spine Rifle isn't finished, I need to give it sounds. I don't play CC with any sound, so I forgot about that.


Thu Mar 19, 2009 5:03 pm
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Post Re: Skull Faction
Alright, I've started working on this again.

Ideas-

A grenade that is basically a bag full of organs. The organs gib on contact with the ground, so the multiple "explosions" should make the AI turn towards it. The scout/spy unit will have a few of these so that it can make guards face the wrong way. Maybe I'll learn a little Lua so that if it hits a clone right in the face it's disabled temporarily (like the Darkstorm EMP grenade)

And now that I've got my hands on the converted Rib and Spine rifle, should I use the originals or upgrade them for the faction?

EDIT: And what the hell am I supposed to do for the Skull Trooper's face under his Bony Helmet?


Sun Jun 07, 2009 8:14 pm
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Post Re: Skull Faction
3 solid wrote:
Alright, I've started working on this again.

Ideas-

A grenade that is basically a bag full of organs. The organs gib on contact with the ground, so the multiple "explosions" should make the AI turn towards it. The scout/spy unit will have a few of these so that it can make guards face the wrong way. Maybe I'll learn a little Lua so that if it hits a clone right in the face it's disabled temporarily (like the Darkstorm EMP grenade)

And now that I've got my hands on the converted Rib and Spine rifle, should I use the originals or upgrade them for the faction?

EDIT: And what the hell am I supposed to do for the Skull Trooper's face under his Bony Helmet?

The Grenade sounds cool, and You should probably update the rifles.
Maybe make the Troopers face look Almost white and pretty gaunt, Perhaps some red pixels/Blood splattered around on it?


Tue Jun 09, 2009 7:55 am
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