Hueg Pack o' Mods *Final update!??!*
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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 Re: My huge pack of mods, which is back. - Update: 01/04/08 -
So I'm back from holiday and available to .gif/beta once more, if you're still willing to send stuff to me.
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Fri Apr 04, 2008 12:55 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 01/04/08 -
Oh sure, you'll get to beta (And gif if you want to) the Killbox (Idea by Kurrus) when i get it done :3
@Kigali: Thanks, and yeah, the drones are a tad hard to control, but so are dropships xP ... Well, technically they are dropships >.>
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Fri Apr 04, 2008 7:21 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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 Re: My huge pack of mods, which is back. - Update: 01/04/08 -
I'll gladly join in on this beta if you'd let me sir.
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Fri Apr 04, 2008 9:54 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 01/04/08 -
Ok, but currently the Killbox has insisted on being a ♥♥♥♥ ♥♥♥♥♥, stubbornly refusing to spawn where i want it to, even though i used the same technique as i used in the Cosmic Fireball and Pillar of Fire... It's awesome when it works, but chances of it working are smaller than getting hit by a meteor in real life while being fried by a lightning bolt that simuntaneously creates 17 ball lightnings, that happens to fly around the world, frying all electronics, and igniting any fuel stations they pass by, causing a massive shockwave that blasts your bits apart, which in turn flies into the ball lightnings :/ I'd better give the Killbox a little break, before i snap my keyboard in half.
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Fri Apr 04, 2008 10:50 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Yeah umm, sorry for double-posting, but an update is now available  Killbox isn't added yet, but rest assured that it'll come soon... Be sure to check out the Digger Laser though, as i've made it a whole lot more reliable when it comes to tougher materials.
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Mon Apr 21, 2008 8:12 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: My huge pack of mods, which is back. - Update: 01/04/08 -
Shook wrote: Ok, but currently the Killbox has insisted on being a fudge ♥♥♥♥♥, stubbornly refusing to spawn where i want it to, even though i used the same technique as i used in the Cosmic Fireball and Pillar of Fire... It's awesome when it works, but chances of it working are smaller than getting hit by a meteor in real life while being fried by a lightning bolt that simuntaneously creates 17 ball lightnings, that happens to fly around the world, frying all electronics, and igniting any fuel stations they pass by, causing a massive shockwave that blasts your bits apart, which in turn flies into the ball lightnings :/ I'd better give the Killbox a little break, before i snap my keyboard in half. Wait what? So you cant rely on the mosr emitter attached to another mosr to stop the spinning anymore? D-8
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Mon Apr 21, 2008 8:32 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Yes, you can, which is why that problem boggled me. It works perfectly for the Cosmic Fireball and the Pillar of Fire, but it refused to work with the Killbox O_o Instead, i've just made the Killbox like the Orbital Ball, but with slightly less intrusive aiming, if you know what i mean 
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Mon Apr 21, 2008 8:40 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Shook wrote: Yes, you can, which is why that problem boggled me. It works perfectly for the Cosmic Fireball and the Pillar of Fire, but it refused to work with the Killbox O_o Instead, i've just made the Killbox like the Orbital Ball, but with slightly less intrusive aiming, if you know what i mean  How'd you manage to do that? If you based it of either of those (Pyro things) and it ended up wierd, than you might have screwed up some settings there. I havent tried the trick yet, but I have a few projects in mind that could use it like the emitter-only mushroom cloud explosion effect. That would defenately need this trick to keep it straight up.
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Mon Apr 21, 2008 8:50 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
numgun wrote: How'd you manage to do that? If you based it of either of those (Pyro things) and it ended up wierd, than you might have screwed up some settings there. 1. Ehh, do what, screw it up, or make it like the Orbital Ball? In case of the latter, i set the MuzzleOffset way forwards, made it fire an instantly detonating TDExplosive, that gibbed the Killbox at a certain altitude above the marker... 2. Yeah, that's what i suspect, but i couldn't find where that screwup is/was... numgun wrote: I havent tried the trick yet, but I have a few projects in mind that could use it like the emitter-only mushroom cloud explosion effect. That would defenately need this trick to keep it straight up. Good luck with it, i hope it doesn't screw up for you like it did for me here 
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Mon Apr 21, 2008 8:57 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Are there any more updates in the work for this dope sick nasty mod pack
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Sun Jun 08, 2008 5:07 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Not really... I have a few "For teh lulz" mods in mind, but i'm not sure if i'll be making them anyways. Maybe. Who knows? >:3
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Sun Jun 08, 2008 10:25 pm |
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Arturo
Joined: Thu Aug 07, 2008 10:09 pm Posts: 39
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
I love you
So much
Two things:
1. Try to put more content in your posts. Even if it's just praise, try to flesh it out a bit.
2. The last post on this thread was months ago. While we normally frown upon people who revive long-dead threads ("necroing"), exceptions can be made for those who revive a thread with intention of reviving the discussion with it. EG: necroing an old mod with an update is fine.
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Tue Sep 02, 2008 8:19 pm |
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leadpumper12
Joined: Fri Sep 21, 2007 9:50 pm Posts: 419 Location: KS
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 Re: My huge pack of mods, which is back. - Update: 21/04/08 -
Thanks for the necro, I was looking for this :d
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Tue Sep 02, 2008 10:18 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. - B22 compatible -
Hey folks, nothing new has been added to the pack, but it is compatible with B22 now. Just thought i'd let you know. I won't be adding any new stuff in the near future, but y'know, can't hurt to keep the old mods up to date. 
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Sat Nov 08, 2008 12:43 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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 Re: My huge pack of mods, which is back. - B22 compatible -
What needs to be changed to update old mods?
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Sat Nov 08, 2008 12:50 am |
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