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Tips to make CC more challenging
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Author:  Dauss [ Sun Jun 24, 2007 9:57 am ]
Post subject:  Tips to make CC more challenging

Often times, and even on the "Death" setting, I find myself lacking a suitable enemy. With what mods I have, I easily out gun and out health them.

A recent endeavour I undertook however, added a bit more of a fight from the opponents clones.

All you need to do, is make the SMG one handed.

Code:
AddDevice = HDFirearm
   InstanceName = SMG
   Mass = 10
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/SMGs/SMG.bmp
   FrameCount = 2
   SpriteOffset = Vector
      X = -7
      Y = -4
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldCost = 20
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Tech
      Resolution = 4
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Tech
      Resolution = 4
      Depth = 10
   DeepCheck = 1
   JointStrength = 75
   JointStiffness = 0.5
   JointOffset = Vector
      X = -3
      Y = 3
   DrawAfterParent = 0
   OneHanded = 1
   StanceOffset = Vector
      X = 6
      Y = 5
   SharpStanceOffset = Vector
      X = 9
      Y = -1
   SupportOffset = Vector
      X = 6
      Y = 3
   SharpLength = 165
   Magazine = Magazine
      CopyOf = Magazine SMG
      ParentOffset = Vector
         X = 2
         Y = 1
   Flash = Attachable
      CopyOf = Muzzle Flash SMG
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1601.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1602.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1603.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1604.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1605.wav
      AddSample = ContentFile
         FilePath = Base.rte/Devices/SMGs/M1606.wav
   EmptySound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/EmptyClick3.wav
   ReloadStartSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadStart.wav
   ReloadEndSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Devices/ReloadEnd.wav
   RateOfFire = 800
   ReloadTime = 1500
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 12
   SharpShakeRange = 3
   NoSupportFactor = 3
   ParticleSpreadRange = 3
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 10
      Y = 0
   EjectionOffset = Vector
      X = 1
      Y = -1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 6
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 5
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 4
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Shard Metal Rust Micro
      Count = 6
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Shard Metal Grey Micro
      Count = 4
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small K
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small I
      Count = 1
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   GibWoundLimit = 3

AddDevice = HDFirearm
   CopyOf = SMG
   InstanceName =  SMG - Second Hand
   HeldDeviceType = 2


Just copy and paste that over the original SMG code found in Base.rte. (That last bit about "SMG - Second Hand" is optional. That's for a dual weild SMG found under the tools section.)

This, if you didn't know, allows for green clones to use their SMGs and riot sheilds at the same time, creating a far more deadlier foe.

You could also do this for the blunderbuss, but I think the last thing we need is skeletons being harder to kill.

Feel free to add your own tips! :D

Author:  spog [ Sun Jun 24, 2007 10:01 am ]
Post subject: 

Or download the skeletons to clones mod with that seriously overpowered blunderuss!

Author:  Dauss [ Sun Jun 24, 2007 10:03 am ]
Post subject: 

spog wrote:
Or download the skeletons to clones mod with that seriously overpowered blunderuss!


I would actually say that skeletons are harder to fight then clones with blunderbusses. THey can take more bullets without bleeding out.

A vlone, you can just put two in his head and run away, and wait for him to bleed out.

Author:  The Fat Sand Rat [ Sun Jun 24, 2007 10:06 am ]
Post subject: 

Eh, when I decide to make this more challenging, I'll probably make skeletons superfast and made of something bulletproof...
And make the AK-47 dual-wieldable...
And replace the riot shield with the offhand AK...
And replace the pistol with another AK.
So, fast, strong, skeletons, with dual AK's.
On death mode.

Author:  droidak [ Sun Jun 24, 2007 12:48 pm ]
Post subject: 

Here's an idea...
play on the forest map in death mode,try defending it with 1 skeleton with a derringer.
hehehe

Author:  chineseboy16 [ Sun Jun 24, 2007 6:08 pm ]
Post subject: 

it doesn't work for me, can I have th .ini?

Author:  Nfsjunkie91 [ Sun Jun 24, 2007 6:30 pm ]
Post subject: 

Hm, try changing the AK-47 into a pierce-all sniper rifle, it gets really hairy.

Author:  chineseboy16 [ Sun Jun 24, 2007 6:31 pm ]
Post subject: 

I forgot to backup the smg data so I neeeeed itt :-(

EDIT: I get a Framecount = 2 error

Author:  Dauss [ Sun Jun 24, 2007 7:16 pm ]
Post subject: 

Erm, ok, here ya go. :|

Author:  Eanfom [ Sun Jun 24, 2007 9:28 pm ]
Post subject:  Re: Tips to make CC more challenging

[quote="Dauss"] :-o [quote]


I was thinking about doing this myself, but was too lazy. Thanks

Author:  billi999 [ Sat Jul 07, 2007 9:46 pm ]
Post subject: 

Make skelies wield FlakCannons :lol:

Author:  Dauss [ Sun Jul 08, 2007 12:51 am ]
Post subject: 

billi999 wrote:
Make skelies wield FlakCannons :lol:


It would blow them apart... Just the recoil... :\

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