UniTec (1.0.0 - CC1.0) - DISCONTINUED
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Gotcha! wrote: I can put in a cheat actor if you want. Or use the skelly knight. He's pretty darn tough I think. Yeah...... About that...... I'm actually fighting them.
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Wed Jun 18, 2008 10:05 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Toybox (1.2.2)
Not with the cheat gun I hope? I'll finish my mech soon, so you'll really have something tough to fight against. Meanwhile, still some minor tweaks: Gave the Barrett a scope too. The Barrett M82A2 has a handle AND a scope on top, so it might look a bit crowded. I really appreciate any feedback, mainly about the sniper scopes. Do they look okay? Also, keep in mind that these do not have any clips inserted.
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Wed Jun 18, 2008 10:23 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Not with the cheat gun. With the Crobos and sometimes DarKstorm.
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Wed Jun 18, 2008 10:46 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Toybox (1.2.2)
okay, if you recraft the heads for the recon, give them a beret or some other sort of hat that is really easy to destroy(like, 1 shot). Also, the weapons are looking better and better
Edit, the scopes look fine, and are you planning on adding any melee weapons?
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Wed Jun 18, 2008 11:05 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Toybox (1.2.2)
I would add melee weapons if I could, but at the moment CC doesn't seem to have that option, besides using silly tricks with emitters and such. And I am not good with emitters yet. Who knows, in the future. I could make throwing knives though. @Roy-G-Biv: No wonder then.
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Thu Jun 19, 2008 3:56 pm |
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10050
Joined: Wed Dec 26, 2007 4:25 am Posts: 167 Location: Hopefully in front of a gaming platform of some kind
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Re: Toybox (1.2.2)
ok then, just focus on the task at hand, i really want to play with these
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Thu Jun 19, 2008 7:26 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Toybox (1.2.2)
I'll do my best, but redoing all the offsets... Nightmare. Might take a while.
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Thu Jun 19, 2008 7:49 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Gotcha! wrote: I'll do my best, but redoing all the offsets... Nightmare. Might take a while. Ah...... We all hate offsets. Maybe except zalo, he's the offset god. Ah, maybe for the knights, you could add attachables.
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Thu Jun 19, 2008 7:58 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Toybox (1.2.2)
Not only do I hate them, but I really have problems dealing with any math related stuff and have concentration problems when doing things I don't like. Yup, hope you enjoy 1.2.2 for now. 1.3.0 might take a while. I need a break. And coffee.
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Thu Jun 19, 2008 8:17 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Gotcha!, You live in the netherlands? Is it cool?
Anyways, flamethrower should be able to stay on the ground, like darlos's used to be able to do. And it's magazine should be able to explode, like numgun's old one. (ah..... the fireworks trick...)
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Thu Jun 19, 2008 8:32 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Toybox (1.2.2)
Yes, it is usually quite cool here. (Like in cold.) Are you really from お願いしますか。? Sweet! Is your Flamethrower flying around? (No, really, what do you mean?) I read about the exploding canister, but when one replaces the canister it is usually empty, so I think I'll pass on that one.
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Thu Jun 19, 2008 8:38 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Gotcha! wrote: Are you really from お願いしますか。? Sweet! Dang, wrong kanji. I mean, 日本 (Japan). I live there. It's not completely empty when used up, because, liquids, Even if you drink an entire cup, there'll still be some liquid in there.
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Thu Jun 19, 2008 8:42 pm |
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RedSonSuperDave
Joined: Thu Jun 05, 2008 10:18 pm Posts: 49 Location: Marianna, FL
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Re: Toybox (1.2.2)
Is your Flamethrower flying around? (No, really, what do you mean?)
I think he means that the flames should land on the ground and/or stick to walls and burn for a few seconds before disappearing. I'd like to see that too, personally, make it work a little better for area denial. As it is, that flamethrower functions more as a torch with a long range than a true flamethrower. If this would make it too powerful in your opinion, you could make the stream of fire deadly to all units, but the extra flames could only hurt flesh and would be harmless to robots.
(Think of the aqueduct truck scene from Terminator II. To the T-1000, that raging inferno was a refreshing shower, but any human that tried to walk through it would be fried to a crisp in two seconds.)
I'd also like to see the flamethrower tank explode when shot. It wouldn't have to be anything catastrophic, but as any car mechanic will tell you, there is no such thing as an empty gas tank. Even if you pour every drop of gasoline out of a gas can, if you strike a match and drop it in there, you'll get a substantial puff of flame. I would imagine that weapons-grade napalm is worse about this than regular gasoline.
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Thu Jun 19, 2008 8:57 pm |
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sal
Joined: Tue Jan 15, 2008 6:51 pm Posts: 34
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Re: Toybox (1.2.2)
It might be too difficult to recreate a bursting/burning tank of napalm. Depending on how much you used up already, it would create differing reactions. A mostly full tank would be highly flammable while an empty tank would be fairly harmless in comparison.
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Thu Jun 19, 2008 9:03 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Toybox (1.2.2)
Yeah, I meant flamethrower flames should stay on the ground.
Last edited by Roy-G-Biv on Thu Jun 19, 2008 9:08 pm, edited 1 time in total.
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Thu Jun 19, 2008 9:07 pm |
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