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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Mon Oct 11, 2010 1:15 pm
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Location: Finlandia
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Post Re: Untitled Tech (WIP) 1.4
But I like the parachute sprite! :D

The Institute sounds okay.


Tue Jul 03, 2012 5:03 pm
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Post Re: Untitled Tech (WIP) 1.4
Well, I guess you can use it. Although I'd feel better if you would change its colours to match your people.
But I'll leave that up to you. :)


Tue Jul 03, 2012 5:07 pm
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Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Post Re: Untitled Tech (WIP) 1.4
Terribly Interesting Technology Systems Tech, or T.I.T.S. Tech.


Tue Jul 03, 2012 6:20 pm
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Post Re: Untitled Tech (WIP) 1.4
Roast Veg wrote:
Terribly Interesting Technology Systems Tech, or T.I.T.S. Tech.

This.
EDIT: Terribly Horrifying Innovative Systems Tech, or T.H.I.S. Tech.


Last edited by Joseh123 on Tue Jul 03, 2012 6:30 pm, edited 1 time in total.



Tue Jul 03, 2012 6:26 pm
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Post Re: Untitled Tech (WIP) 1.4
Gotcha! wrote:
Although I'd feel better if you would change its colours to match your people.

The navy blue color is very limited, as there are only a few dark shades. I might just go with grey chutes.

Roast Veg wrote:
Terribly Interesting Technology Systems Tech, or T.I.T.S. Tech.

Ingenious! :D

On another note: Could someone with better scripting skills look into fixing my toxic gas script, as I'm trying to make it not hurt actors with an attachable with the word 'mask' attached to them. It's not that important, but it'd be a cool feature if the actor happens to lose it's mask.
(atm it just ignores both of the mercs as if they were robots)


Tue Jul 03, 2012 6:28 pm
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Joined: Fri Sep 10, 2010 1:48 am
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Location: Halifax, Canada
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Post Re: Untitled Tech (WIP) 1.4
A shiny new gas script, works without any troubles, I tested it with a gas drone, about 20 mercenaries, 5 other random, non-masked actors and a lot of mouse holding.
If you don't feel like looking through it, uncommenting line 16 makes it break masks so it can kill the actors and uncommenting line 28 makes the affected actors flash white. The mask breaking makes me think it might be cool to make the masks break after extended gas exposure, though it'd only be easy for actors in the mod and though cool I'm not sure it'd actually be a good idea.

Anyway, here it is, enjoy :)
Attachment:
Toxic.lua [1.69 KiB]
Downloaded 155 times


Sun Jul 08, 2012 4:53 am
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Bump!

Updated! Again! Sprite changes here and there, and some tweaking with UL2 stuff. Watch out when you update though, it might break your older UL2 saves!

Bad Boy wrote:
A shiny new gas script, works without any troubles!

Thank you, sir! :D Added it in the update.


Sun Jul 08, 2012 7:08 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
When it comes to actors and weapons you're now my favourite spriter.
And the effects are gorgeous. *envy*
Now a custom dropship and this mod will reach godhood.

One thing I noticed: Your actor frequently drops the Anti-Craft weapon. And sometimes even gibs after firing the weapon.
Methinks you might want to make the projectile a bit lighter or use a lua trick to increase its weight after it's been fired.


Sun Jul 08, 2012 7:32 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Gotcha! wrote:
When it comes to actors and weapons you're now my favourite spriter.

Gee, thanks! :D

Gotcha! wrote:
Your actor frequently drops the Anti-Craft weapon. And sometimes even gibs after firing the weapon.

I haven't encountered this yet. I shall test it right away.

EDIT: Tested it, seemed all right to me. :???: The weapon flies off easily if you fire too close, but it shouldn't fly off on its own after firing. No actor should ever gib when firing it, the rocket barely weighs 2kg.


Sun Jul 08, 2012 7:36 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Weird. I was firing the rocket at a mountain nearby, but there was a LOT of space between the mountain and actor.
I guess the blast radius is a lot bigger than shown. :???:


Sun Jul 08, 2012 8:44 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
One of the best mods created. The weapons are balanced the actors dont die to fast and there not overpowerd. Keep it up man i give this mod 10/10 :smile:

EDIT: This mod chould do with more automatic weapons though


Sun Jul 08, 2012 9:30 pm
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Post Re: Untitled Tech 1.6 [Update! sort of...]
a few more name ideas:

The Dynamic Scientific Infraction


The Tradestar Insurgence


The Scientific Techion Transgression



Also, A little late but, Amazing job With the new Weapons.


Mon Jul 09, 2012 1:57 am
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Here are my ideas on weapon names


The oppreser (Some sort of LMG possibly with bipod and possibly have laser or plasma versions)

The atom launcher (Possibly a missile launcher)

Ray gun (Possibly heavy versions of the lazer and plasma pistol)

The sapper (Maybe some sort of EMP gun or a weapon used against robots)

The Coalation punisher (because there enemys of untitled)

The Techion crusher (Again enemys of untitled)

Hope you like some of these ideas!

EDIT: Maybe you should make weapons that shoot out electricity so the sapper chould fire bolts of electricity and so on. Just realized there enemys with the Techion not imperatus


Mon Jul 09, 2012 3:52 am
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Isn't the name Coalition Punisher already taken by a giant robot?


Mon Jul 09, 2012 9:26 am
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Post Re: Untitled Tech 1.6 [Update! sort of...]
Hellevator wrote:
Isn't the name Coalition Punisher already taken by a giant robot?

Yep.


Mon Jul 09, 2012 9:46 am
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