[BUILD 22] Released!!! - Activities for skirmish HERE!
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
wait, wait numgun wrote: Missions.rte. Thats where the activities I provided goes to. And that one logically loads as the last one.
From now on you people must use the missions.rte if you want to set up a custom activity for skirmish matches. so i can load anything from any .rte in the missions.rte activities?
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Sun Nov 09, 2008 2:29 am |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
I found a fix for the buy menu problem, all you need to do is reinstall the game.
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Sun Nov 09, 2008 3:23 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Does anyone know how to turn off the AI awareness?
My Oppressor now falls on it's ass whenever someone shoots at it.
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Sun Nov 09, 2008 4:50 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
I guess Data didn't factor in the AI's ability to recognize whether or not its shield is cover.
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Sun Nov 09, 2008 4:58 am |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Wow, that's a good thing to mention to Data. AI's with HDevice's shouldn't cower.
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Sun Nov 09, 2008 6:23 am |
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macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Azukki wrote: macattack wrote: I found the .bmp for the anti gravity chocolate but theirs no code. I wanted the chocolate to work if I found it. There's code for it. Not in it's own .ini, though. Also, as I mentioned in the b22 conversion topic, I can't get custom wounds to have working burst damage in B22, even though burst damage seems unchanged in vanilla content. Were is this godly chocolate's code so I can un-comment it.
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Sun Nov 09, 2008 6:31 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
At the bottom of explosives.ini in Ronin.rte.
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Sun Nov 09, 2008 6:32 am |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Shook wrote: Oh yes, also found a couple of neat variables for AEmitters, that numgun didn't list down: Code: StartTimeMS = 101 StopTimeMS = 1337 I think they define when a given emission starts and stops. This has potential! Exactly where do you put these values? I grafted them onto an existing emitter and got "couldn't match property" errors.
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Sun Nov 09, 2008 7:14 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
It goes under the emissions, with spread, min/max velocity, etc. Code: AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Explosion Smoke 2 ParticlesPerMinute = 3000 StopTimeMS = 70 BurstSize = 1 Spread = 1.57 MaxVelocity = 3 MinVelocity = 0 PushesEmitter = 0 Like that.
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Sun Nov 09, 2008 7:20 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
At first Cortex Command was always a fun game, but I never really saw how it was going to develop from a fringy little indie game into a full-blown product. Not that I'm putting down indie games, I just didn't really see how it could be changed into something professional. And yet playing this build, and having not really looked at the last one, I'm quite amazed at how far it's come. It definitely has potential. The mission is fun and there are, a variety of weapons, now, that suit any player's needs. I don't even feel that the weapons need to be supplemented with mods in order to be fun - those that are there fill the category. Originally, being only the few weapons, the game didn't feel right without weapons. I have now played the game, unmodded, for about an hour, and I have to say I'm impressed. Data, good job on the scene LUA, it certainly gives the game more interest and versatility. Numgun and capnbubs, good job on the new weapons. As much as some are clearly still WIPs, those that are there are fun to play with and try out. And Promster, you did a fine job with the scenery on Zombie Cave. Very aesthetically pleasing. Keep up the good work, DRL. You're coming closer to a finished product!
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Sun Nov 09, 2008 7:23 am |
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Pylon_Trooper
Joined: Tue Sep 02, 2008 1:05 pm Posts: 18 Location: Kagoshima, Japan
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Yeah, after a month or two of being sadly offline, I come back to a stonking new version of Cortex Command and it's just gone from strength to strength.
Sorry for the fawning, but damn - you Data Realms guys have done some really good work, and kudos to you!
Great stuff, look forward to even bigger things now!
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Sun Nov 09, 2008 9:37 am |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
The original content is now good enough that I don't feel the need to install so many mods either. It's weird.
I had DSTech on and I played for a while. Then I got tired of super robots and deleted it before trying to play more tactically with the existing units. That never used to be as fun as it is now.
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Sun Nov 09, 2008 9:40 am |
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Bremze
Joined: Thu Jan 18, 2007 9:33 pm Posts: 15
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
metal chao wrote: The original content is now good enough that I don't feel the need to install so many mods either. It's weird.
I had DSTech on and I played for a while. Then I got tired of super robots and deleted it before trying to play more tactically with the existing units. That never used to be as fun as it is now. I agree, but I like the custom maps even more now. And ,as I have said many times, the new music is great!
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Sun Nov 09, 2008 12:38 pm |
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Voracious32
Joined: Sun Apr 13, 2008 5:24 pm Posts: 49
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
It's great to see CC making a big leap towards becoming great on its own instead of requiring mods to keep one entertained. Just a clarification, though - we're supposed to be able to buy weapons in the new mission, right? We're not expected to win with just a pistol, are we? I used a laser rifle, and even then it took a few tries - the brain bot is quite fragile.
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Sun Nov 09, 2008 9:22 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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Re: [BUILD 22] Released!!! - Activities for skirmish HERE!
Bremze wrote: And ,as I have said many times, the new music is great! I still miss Last Man. That one's a classic.
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Sun Nov 09, 2008 9:35 pm |
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