Mehman's Experimental Weaponry[V33: Big Update]
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nicolasx
Joined: Sun Mar 13, 2011 6:17 pm Posts: 646
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
hey mehman Ive noticed that your TKC doesnt effect crafts with its Telekinetics is there any ways to eneble this? or to enable the grabbing of guns and bombs and the like? like to be able to throw back a grenade or a nuke
also is there a way to make the bullet stopping more effective?
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Fri Nov 25, 2011 1:05 am |
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zerker2000
Joined: Sat Nov 26, 2011 3:11 am Posts: 11
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
This may have been mentioned already, but are there any plans to make the delivery cannon loadable? I'm assuming it has some sort of orbit-ground teleportation device inside, but still, I feel like it would make more sense for it to just load/unload potential shot.
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Sat Nov 26, 2011 3:18 am |
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DrVonBarron
Joined: Sun Sep 04, 2011 2:25 pm Posts: 181
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
saying this again because i got no answer to this.
I've been suffering a bug from this, Fireing the cannon with the standard pod causes them to explode in midair (bearing in mind this is at a very long distance, and is what the cannon is designed for, been attempting this on unmapped lands), above the target, cargo is destoryed as well. Ruining any chance of it nailing to a surface and deliving the cargo safely.
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Sat Dec 03, 2011 8:13 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V22: Minor Update]
Minor update:
_The pod should not explode in midair anymore _The TKC now affects crafts and objects, but as its effect is based on the mass of the object, you'll have a hard time moving a dropship or a rocket with it. _Now an object grabbed with the TKC is thrown avay when released, this is very useful to send grenades back to the enemy or just decapitate them with a flying AK-47.
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Thu Dec 08, 2011 7:08 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Updated:_Nicer incendiary rocket effects _Added bunker buster mode to the EL Also new video:
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Wed Feb 15, 2012 8:21 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Uh, is there any way to add a separate version? Like, all the weapons but separated. Because I only want two of your weapons, I don't think I will like the others (it is just my taste, they aren't bad).
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Wed Feb 15, 2012 9:06 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Go into index.ini and comment them out (add // infront of them).
Like this:
Gunyouwant.ini //Gunyoudidn'tlike.ini //Gunyouabsolutelyhate.ini GunyoufindOK.ini
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Thu Feb 16, 2012 2:25 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Mehman, could you look into the issue of recoil? after 2 rounds of firing the E.A.R. i turn into an AA gun....and the EL incendiary and EMP rockets get stuck on walls and just keep flying in that direction, never exploding, or stopping their motors.
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Tue Feb 21, 2012 11:23 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
I'll correct the rocket problem, but I don't see anything wrong with the recoil, do you have a modified deltatime or something similar?
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Thu Feb 23, 2012 9:42 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Mehman wrote: I'll correct the rocket problem, but I don't see anything wrong with the recoil, do you have a modified deltatime or something similar? Ok, thanks for looking into the rockets, but deltatime? i made 0 modificatios to your .rte and its contents. also, would you mind helping me on this mod? viewtopic.php?f=75&t=29547the gun's colors are all wierd, but i made them using the default color pallet and the recoil is not strong enough as i dont know what effects that. (if possible could you whip up an explosive bullet LUA or ini?)
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Thu Feb 23, 2012 9:47 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Galacticruler wrote: Mehman wrote: I'll correct the rocket problem, but I don't see anything wrong with the recoil, do you have a modified deltatime or something similar? Ok, thanks for looking into the rockets, but deltatime?i made 0 modificatios to your .rte and its contents. That's not in my .rte, that's in Base.rte/Settings.ini Galacticruler wrote: also, would you mind helping me on this mod? viewtopic.php?f=75&t=29547the gun's colors are all wierd, but i made them using the default color pallet and the recoil is not strong enough as i dont know what effects that. (if possible could you whip up an explosive bullet LUA or ini?)Did you use windows vista or 7's ms paint? If that is the case you need to use some other software, like windows xp's paint or some other one, you'll find help and explainations in the mod making section. As for recoil if you're talking about how much your guy is thrown backwards with each bullet fired that's determined by the bullet's mass and velocity, as well as the guy's mass. If you mean recoil as in muzzle rise like in this mod this is done using a lua script and is much more complicated to do, still you may take my scripts and use them in your own mods as long as you give me some credit.
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Thu Feb 23, 2012 10:07 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
Mehman wrote: Did you use windows vista or 7's ms paint? If that is the case you need to use some other software, like windows xp's paint or some other one, you'll find help and explainations in the mod making section. As for recoil if you're talking about how much your guy is thrown backwards with each bullet fired that's determined by the bullet's mass and velocity, as well as the guy's mass. If you mean recoil as in muzzle rise like in this mod this is done using a lua script and is much more complicated to do, still you may take my scripts and use them in your own mods as long as you give me some credit. oh, i misunderstood when you said deltatime, but no, i have not touched settings.ini out of the game(screen res[is this the default? DeltaTime = 0.0166667]) i use Paint.net for all image editing. thank you for answering the recoil thing.
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Thu Feb 23, 2012 10:53 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
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Fri Feb 24, 2012 4:38 pm |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
The ability to fire through walls looks a bit too powerful, but I guess we have to see how that turns out. The explosive bullets look really nice though.
A bit less related, but what actor are you using in that video, he seems to have some blue glows floating around him and his jetpack looks different.
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Fri Feb 24, 2012 4:55 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V23: Bunker buster missiles]
The floating glows are created by the combat detector he is using(part of this mod) and he is a modified coalition soldier from my pre equipped mod, he slowly regenerates and has a weak energy shield(that's the numbers you see above his hud), he also has a more powerful jetpack and walks more rapidly.
Also the sniper uses armor piercing high explosive rounds that penetrate their target before exploding, that's the specificity of this gun, and its optics automatically adapt to the distance of the target to make aiming more accurate.
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Fri Feb 24, 2012 4:58 pm |
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