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 [WIP]DSTech Updated: 1/9/08 
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Joined: Fri Dec 28, 2007 4:19 am
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Post [WIP]DSTech Updated: 1/9/08
The name for the pack is tentative. I started my Assault Robot about two days after I got CC Full, and I made a gun today, but I really really intended it to be a upped SMG... Instead it turned into a Auto-Cannon... And when I first saw Crobo (4 Days ago dammit!), I instantly knew I wasn't original... :oops:

Image

Details:
Assault Robot
Helmet/Radar/Leg plates can be shot off.
Over 4 mins of Jetpack fuel for pure aerial combat.
Heavy.
Megametal body.

DS09 MAC (Miniaturized Auto-Cannon)
High firing rate.
Piercing (I can dig with this thing...).
High Mass Bullets.
Quick Reload times.

Still need to do:
Continue tweaking those two.
Make gibs for everything.
Kill sprites from the templates (gun).
Figure out walkpaths - (everything).
Make more weapons (I have many ideas) and a command - type.

Comments?

1/9/08: Made a new gun [DSXX FORCE]
Image

I wanted to make a laser beam though... Ended up building the weapon along the lines of the Karasawa. Still wondering how to do the missile though.


Attachments:
File comment: Includes the ML I'm working on.
DSTechBetaVer2.zip [260.98 KiB]
Downloaded 342 times
File comment: Wheeee... energy weapons...
DSXXFORCE.zip [142.18 KiB]
Downloaded 246 times


Last edited by DSMK2 on Wed Jan 09, 2008 6:29 am, edited 2 times in total.

Sun Jan 06, 2008 4:32 am
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Post Re: [WIP]DSTech
If this is a full mod, then why is it in mod making?


Sun Jan 06, 2008 4:41 am
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Post Re: [WIP]DSTech
Nope, I won't say its complete, need to work on the robot more (crawling and climbing), and tweak the gun a little, I will release it once (more things are made - Darklones for example, full weapons layouts a vehicle, and two types of actors) everything its ready to go.


Sun Jan 06, 2008 4:45 am
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Location: Plymouth, NC
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Post Re: [WIP]DSTech
Still calls for sprites from HumanTemplate.rte, but it does look nice.

EDIT: Commenting out the Gibs.ini in the Index fixes the mod. Also the gun rapes terrain. RAPES it.


Sun Jan 06, 2008 6:14 am
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Post Re: [WIP]DSTech
Image

Eyeaaa... I killed my own brain with it. But it IS a mini auto-cannon... Time to play with sharpness again...


Sun Jan 06, 2008 6:37 am
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Post Re: [WIP]DSTech
What kind of damage do you want it to do?

A good way of killing things fast but avoiding bullet uber-penetration is to make it fire extra particles, like 2 or 3 per shot.

(By what kind of damage I mean is is a machinegun or a grenade launcher, etc.)


Sun Jan 06, 2008 11:09 am
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Post Re: [WIP]DSTech
Mini Auto-Cannon(Machine gun x Cannon): Deals insane damage, geared towards anti-vehicle combat (kill the dropship before it even gets to flip over), while not so geared towards use against flesh...

Maybe the terrain raping could be its counter balance, for great power you're probably gonna kill a lot of your team members or make your base weaker. Gotta decrease its firing rate...

On another note, I'm working on a missile launcher, how do I get the missiles (actor) it shoots to face the direction it was fired?


Sun Jan 06, 2008 7:01 pm
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Post Re: [WIP]DSTech
DSMK2 wrote:
On another note, I'm working on a missile launcher, how do I get the missiles (actor) it shoots to face the direction it was fired?


You can't.

We all hate it.


Sun Jan 06, 2008 7:03 pm
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Post Re: [WIP]DSTech
Looks really nice, will test it as soon as you fix the Human Template dependancies


Sun Jan 06, 2008 7:09 pm
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Post Re: [WIP]DSTech
Killed everything from human template. Maybe. Added in the ML for comments (Very broken, today I learn you can't DO missiles, and somehow the impact hits the guy o_-)... Gun not exactly tweaked yet.

Is it possible to use AEmitters on the missiles? While giving it the rocket's (craft) balancing act?


Sun Jan 06, 2008 7:55 pm
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Post Re: [WIP]DSTech
If you're looking for a homing missile effect, you could look at numgun's. It's well done. Blipflip made the original, but I haven't seen it around in a while.


Mon Jan 07, 2008 1:46 am
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Post Re: [WIP]DSTech
Why didn't you just post in mods, then edit the first post as you altered it?

Whatever.


Mon Jan 07, 2008 1:53 am
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Post Re: [WIP]DSTech
Alenth Eneil wrote:
Why didn't you just post in mods, then edit the first post as you altered it?

Whatever.


Since I'm a newbie to this forum, and I have been checking out the mods section, a lot of threads had holes in it (aka "Sprite sucks" etc etc). My arms actually hurt thinking of where to put something that I can't say its done! Even when I wasn't a member, I could still feel Grif's words burning into my head! Or I shouldn't worry about it...

To TFSRat

There was already a homing? I'll check that out.

Hmmm... SO wait, the missile is an actor with something as a weapon, and its set on sentry, to when it gets close enough it aims and fires its engine (the weapon) and... *rubs his head*


Mon Jan 07, 2008 2:33 am
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Post Re: [WIP]DSTech
DSMK2 wrote:
Alenth Eneil wrote:
Why didn't you just post in mods, then edit the first post as you altered it?

Whatever.


Since I'm a newbie to this forum, and I have been checking out the mods section, a lot of threads had holes in it (aka "Sprite sucks" etc etc). My arms actually hurt thinking of where to put something that I can't say its done! Even when I wasn't a member, I could still feel Grif's words burning into my head! Or I shouldn't worry about it...

To TFSRat

There was already a homing? I'll check that out.

Hmmm... SO wait, the missile is an actor with something as a weapon, and its set on sentry, to when it gets close enough it aims and fires its engine (the weapon) and... *rubs his head*


The weapon fires particles with negative mass, which causes the actor to be pulled in the direction it is firing. If it hits, it gibs, etc.


Mon Jan 07, 2008 3:14 am
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Post Re: [WIP]DSTech
You know... That fixes the not facing direction it was fired problem...


Mon Jan 07, 2008 3:38 am
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