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 Modding Theme of the X Time Period *Blood/Gore! 
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Modding Theme of the X Time Period *Liquid!
carriontrooper wrote:
Or makeshift rocket fists made from recycled rocklet engines.

Engine cannon was too much fun... overpowered fun :grin:


Wed Jan 11, 2012 4:26 pm
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: Modding Theme of the X Time Period *On Hold!
PM'd Mehman about the theme. Once I get a reply, we'll start this up again.


Thu Jan 12, 2012 3:05 am
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Post Re: Modding Theme of the X Time Period *Artillery!
New contest theme up: Artillery!


Fri Jan 13, 2012 5:09 am
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Post Re: Modding Theme of the X Time Period *Artillery!
Just posting some pics I found that might be relevant to sparking people's imaginations

Image





So basically I assume that as long as it's powerful, long-ranged, and blows stuff up, it works right?


Last edited by ryry1237 on Sat Jan 14, 2012 12:12 pm, edited 1 time in total.



Fri Jan 13, 2012 9:01 am
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Post Re: Modding Theme of the X Time Period *Artillery!
Right


Fri Jan 13, 2012 5:07 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
ry, please don't use image tags for gigantic images. :(

Shame mods that have already been made and released are excluded, or I'd probably ask Asklar if we could joint-submit the arty strikes in the 40K recomp as an entry.


Fri Jan 13, 2012 10:38 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
whoops, spoilered the pics now


Sat Jan 14, 2012 12:13 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
More artillery? what would be next? more zombies? more shiny hand-held cannons?


Sat Jan 14, 2012 10:52 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
You know what I think would be a fun theme?

Equipped units.

One unit, equipped with at least one gun and one device (shield/tool/thrown device).


Sun Jan 15, 2012 12:36 am
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Post Re: Modding Theme of the X Time Period *Artillery!
If i had a choice id prefer something the around the limits of Brute force, a tank from left for dead for instance.
We already have the survivors anyway but you know what im trying to say..Hunters from halo, hell knight from doom, tyrants from resident evil..Im surprised i havent seen any of those creations anywhere.


Sun Jan 15, 2012 4:34 am
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Post Re: Modding Theme of the X Time Period *Artillery!
ryanbob1 wrote:
Im surprised i havent seen any of those creations anywhere.

You shouldn't be, its because a reason... walkpaths, a cruel prostitute which take lots of time and when work it does tricky :roll:


Sun Jan 15, 2012 8:58 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
:oops: I guess i haven't been informed on how hard "walk paths" are but..could you explain how a bigger actor could have complications?


Mon Jan 16, 2012 4:45 am
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Post Re: Modding Theme of the X Time Period *Artillery!
Sure, the faster way to develop one actor bigger than average its using
a walkpath system which is already been created, the more big you want it,
the less amount of walkpaths you could use.

In order to create yourself the walkpaths you really gotto know the hows&whys
about coding offsets, atomgroups and weird functions "DislodgeLimbPath".


Mon Jan 16, 2012 2:32 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
In other words don't even think about it.


Mon Jan 16, 2012 5:31 pm
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Post Re: Modding Theme of the X Time Period *Artillery!
:-( There have been creations of larger actors so i was thinking along the lines of basically using their walkpaths. Clearly i have no clue on any of this so ill stop talking about this subject.


Mon Jan 16, 2012 5:53 pm
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