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 Nivos Corp. 
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Post Re: Nivos Corp.
ok, will do nao.


Mon May 18, 2009 9:50 am
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Post Re: Nivos Corp.
Updated brain actors heads, working on bunker modules like premade watchtowers, rocket silos and heavy duty doors.


Mon May 18, 2009 9:53 pm
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Post Re: Nivos Corp.
I'm testing this right now.

Edit : I tested it and I LOVE the actor sprites (even though they are some kind of resprite)
The guns though are not changed enough to look like really unique sprites. The gatling is almost the same as the coalition one 'cept that there are some kind of white plated armor on it.

So imo, work on the guns and add more stuff, the actors are good enough like they are right now.


Mon May 18, 2009 10:06 pm
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Location: Ohio
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Post Re: Nivos Corp.
the actors are beautiful, but the guns are kind of meh.

but the brain actor! OMG the brain!

First off the helmet gets shot off WAY to easy. One shot knocked off my helmet, then a glock took me to -400 in one shot. not cool

2nd, you should give the brain itself a way low gib impulse limit, because after I lost the helmet I was like "OMFG EXPOSED BRAIN!" and kept worrying that I'd die if I hit my brain on the ceiling. it doesn't and I was depressed, so I kept smashing my head on stuff. that shouldn't work. YOU CAN NOT HEADBUTT WITH YOUR EXPOSED BRAIN INTO A ROBOT!

appart from that and the guns this is booteefull.


Tue May 19, 2009 8:50 pm
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I was thinking of removing the brain aspect of it completely and instead have like a Controller AI.
And about the guns, they are just placeholders 'till i become a bit better at making guns.


Tue May 19, 2009 9:59 pm
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Lizard wrote:
I was thinking of removing the brain aspect of it completely and instead have like a Controller AI.
And about the guns, they are just placeholders 'till i become a bit better at making guns.


you... ghuh... WHAAAA?!

You make actors this well and you say you suck at guns?!

I can do anything but actors and ships! actors scare me, all the offsets and the walkpaths and the wounds and the gibs... its intimidating.


Tue May 19, 2009 10:21 pm
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Post Re: Nivos Corp.
Lizard wrote:
I was thinking of removing the brain aspect of it completely and instead have like a Controller AI.
And about the guns, they are just placeholders 'till i become a bit better at making guns.

^Note, with that i meant to be able to make weapons with real cool effects.


Tue May 19, 2009 10:35 pm
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Post Re: Nivos Corp.
Anyone got pics of mod?


Tue May 19, 2009 11:29 pm
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Will add pics of mod when mod is more finished, right now i'm working on walkpaths and that stuff, next will be weapons.


Tue May 19, 2009 11:33 pm
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Post Re: Nivos Corp.
Lizard wrote:
Lizard wrote:
I was thinking of removing the brain aspect of it completely and instead have like a Controller AI.
And about the guns, they are just placeholders 'till i become a bit better at making guns.

^Note, with that i meant to be able to make weapons with real cool effects.


Oh please dont, the fact that its a brain makes it awesome, its kind of a cop-out if its just AI.


Wed May 20, 2009 12:11 am
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These are absolutly awsome. The sprites are top-notch and I love a good brain actor to 'Solid Snake' the Dummy Assualt mission. My thanks to you.


Wed May 20, 2009 2:05 am
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Post Re: Nivos Corp.
Miles_T3hR4t wrote:
Lizard wrote:
Lizard wrote:
I was thinking of removing the brain aspect of it completely and instead have like a Controller AI.
And about the guns, they are just placeholders 'till i become a bit better at making guns.

^Note, with that i meant to be able to make weapons with real cool effects.


Oh please dont, the fact that its a brain makes it awesome, its kind of a cop-out if its just AI.

If that's going to happen, i need someone to help me how i keep the head around the brain in place so the only way to take it off is by shooting it.


Wed May 20, 2009 2:16 pm
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A brain bot with a flag on it's back would be really cool. It would be like a robot version of a Spahees Mahreen Sargeant...


Wed May 20, 2009 5:14 pm
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I was thinking of making the brainbot able to heal itself slowly if damaged. that way one could use it for infiltration missions.


Wed May 20, 2009 7:06 pm
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Lizard wrote:
If that's going to happen, i need someone to help me how i keep the head around the brain in place so the only way to take it off is by shooting it.


I actually know that one,

add these 2 lines to the part that attaches, after the deepcheck
Code:
JointStrength = 600 // force required to detach object
JointStiffness = 1 // I dont remember how this works but its important too,


Wed May 20, 2009 7:25 pm
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