View unanswered posts | View active topics It is currently Mon Jan 13, 2025 5:34 pm



Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next
 Whitebots 1.01 
Author Message
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Whitebots 1.00
Out of interest, what part of my code did you use, the jumping procedures?
Doesn't look too bad, though the roles of the units are quite confusing. The regen would be more useful in the powerful assault unit, whilst the recon/scout/sniper unit should be weaker than the others, but possibly have some sort of countermeasures or death retaliation (explodes into the shocknade explosion?) to make it less vulnerable/more annoying to kill.


Tue Feb 23, 2010 7:24 am
Profile WWW
User avatar

Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
Reply with quote
Post Re: Whitebots 1.00
Quote:
the regen would be more useful in the powerful assault unit, whilst the recon/scout/sniper unit should be weaker than the others, but possibly have some sort of countermeasures or death retaliation (explodes into the shocknade explosion?) to make it less vulnerable/more annoying to kill.


The reason I gave the defensive actors regeneration was because i wanted to give a bonus if the actor survives the enemy's attacks.


Quote:
It looks so cool!
but, for some reason, it's not appearing on my buy menu. does anyone know why?


I found out why. My Notepad++ is a bit ♥♥♥♥ up. The mod will soon be updated.

Edit: Updated


Tue Feb 23, 2010 7:46 am
Profile

Joined: Tue Feb 09, 2010 10:21 pm
Posts: 49
Reply with quote
Post Re: Whitebots 1.01
Dosent works in my CC


Tue Feb 23, 2010 3:42 pm
Profile
User avatar

Joined: Sat May 02, 2009 4:52 am
Posts: 254
Reply with quote
Post Re: Whitebots 1.01
Specifics please? no one can help you if you don't give us any more information than a "OMGITDOESNTWORK" kind of message. By specifics, I mean your computer specs (windows/mac), the error message you got, or what you think it is.


Tue Feb 23, 2010 9:54 pm
Profile

Joined: Sat Jan 30, 2010 4:07 am
Posts: 342
Reply with quote
Post Re: Whitebots 1.00
LowestFormOfWit wrote:
I liked Nova's better.


Seconded, NO DL.

What? Why did you feel the need to make this completely useless post? Warnz0redz - p3lb0x


Tue Feb 23, 2010 10:20 pm
Profile

Joined: Tue Feb 09, 2010 10:21 pm
Posts: 49
Reply with quote
Post Re: Whitebots 1.01
No error,No messenge error,i just pt the folder in the CC and the White Bots dosent apear


Tue Feb 23, 2010 10:22 pm
Profile
User avatar

Joined: Sat May 02, 2009 4:52 am
Posts: 254
Reply with quote
Post Re: Whitebots 1.01
Make sure the folder itself, when extracted, is called 'insert mod name here.rte', and that when you open the folder, there's an index.ini in the root of the folder.


Tue Feb 23, 2010 10:33 pm
Profile

Joined: Tue Feb 09, 2010 10:21 pm
Posts: 49
Reply with quote
Post Re: Whitebots 1.01
I Make


Tue Feb 23, 2010 11:01 pm
Profile
User avatar

Joined: Sat May 02, 2009 4:52 am
Posts: 254
Reply with quote
Post Re: Whitebots 1.01
Are you sure? It loads fine on mine...
Try reinstalling the mod, or CC, or both.


Tue Feb 23, 2010 11:28 pm
Profile

Joined: Tue Feb 16, 2010 6:07 am
Posts: 98
Reply with quote
Post Re: Whitebots 1.01
The mod didn't work correctly for me, after I installed it I started up the game and everything seemed to run fine. Then I spawned a Dark Storm Ninja person, I forget the actual unit name and the game was sped up to almost 2 or 3x speed. I removed the mod and the speed was fixed... So I don't know what the problem was.


Wed Feb 24, 2010 12:48 am
Profile
User avatar

Joined: Fri Feb 26, 2010 5:01 pm
Posts: 4
Reply with quote
Post Re: Whitebots 1.01
A very nice mod indeed, i especially like the way that the brainbots jetpack works - it really functions in a much cooler way than the normal ones and adds some extra tactics because you can't just fly endlessly with it, but rather use it to jump very high and to float long distances. The way that its power increases when close to the ground also looks cool, it's a great way to cushion falls :grin:

The rest of the mod is also pretty decent stuff that is neatly balanced - except of the Railgun of course - and the idea with accelerating bullets is really nice i think. The lack of jetpacks on the other actors is can be very annoying, but it adds some more difficulty and depth to the game - which i like - although it is, as Flammablezombie pointed out, very underpowered when playing against other players with actors that aren't jetpack-less.

+ Shocknades are awesome! (Try loading an actor with 20 of them, infiltrate a base and get to a room that is suitably little with, preferably, a lot of actors in it, start unloading you inventory and sit back and watch all actors in the room - including you of course - get ripped to tiny little specks of bloody dust.)


Fri Feb 26, 2010 5:22 pm
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Whitebots 1.01
The jumping scripts are screwy, they lag my game down to unplayable whenever a whitebot is in the game.
So that means I haven't used the actors much. They seem well sprited, but unspectacular, from what I see.

But some of these weapons are really good though. The air resistance and lifetime of the pistol bullets makes the perfect range limitation effect. The sounds of the weapons are great. The battle rifle is awesome. Shower mines are ugly but amazing in effect. Shock grenades are sweet, but I don't really care for bunkers.

This is my favorite unofficial whitebot mod, and one of few mods I've considered keeping for regular gameplay.

Other than the laggy jump script, my main complaint is that I was gonna do accelerating bullets, but you beat me to it.


Sat Feb 27, 2010 9:46 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Whitebots 1.01
Actually shook beat you to it, as he had an accelerating bullet sniper rifle in his mod pack before this one.


Sun Feb 28, 2010 3:23 am
Profile WWW
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post Re: Whitebots 1.01
411570N3 wrote:
Actually shook beat you to it, as he had an accelerating bullet sniper rifle in his mod pack before this one.


yeah, there actually pretty common. i made one once. and the space marines have one i think?


Sun Feb 28, 2010 3:31 am
Profile
User avatar

Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
Reply with quote
Post Re: Whitebots 1.01
Meh. My point still stands. To a lesser extent.
And that jump script is still super laggy.


Sun Feb 28, 2010 7:10 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 43 posts ]  Go to page Previous  1, 2, 3  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.046s | 13 Queries | GZIP : Off ]