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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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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.
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Tue Feb 23, 2010 7:24 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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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
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Tue Feb 23, 2010 7:46 am |
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Raijuuta
Joined: Tue Feb 09, 2010 10:21 pm Posts: 49
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Re: Whitebots 1.01
Dosent works in my CC
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Tue Feb 23, 2010 3:42 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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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.
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Tue Feb 23, 2010 9:54 pm |
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LeonXross
Joined: Sat Jan 30, 2010 4:07 am Posts: 342
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Re: Whitebots 1.00
Seconded, NO DL. What? Why did you feel the need to make this completely useless post? Warnz0redz - p3lb0x
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Tue Feb 23, 2010 10:20 pm |
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Raijuuta
Joined: Tue Feb 09, 2010 10:21 pm Posts: 49
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Re: Whitebots 1.01
No error,No messenge error,i just pt the folder in the CC and the White Bots dosent apear
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Tue Feb 23, 2010 10:22 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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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.
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Tue Feb 23, 2010 10:33 pm |
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Raijuuta
Joined: Tue Feb 09, 2010 10:21 pm Posts: 49
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Re: Whitebots 1.01
I Make
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Tue Feb 23, 2010 11:01 pm |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Whitebots 1.01
Are you sure? It loads fine on mine... Try reinstalling the mod, or CC, or both.
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Tue Feb 23, 2010 11:28 pm |
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spungypirate
Joined: Tue Feb 16, 2010 6:07 am Posts: 98
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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.
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Wed Feb 24, 2010 12:48 am |
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Nostemo
Joined: Fri Feb 26, 2010 5:01 pm Posts: 4
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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 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.)
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Fri Feb 26, 2010 5:22 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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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.
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Sat Feb 27, 2010 9:46 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Sun Feb 28, 2010 3:23 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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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?
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Sun Feb 28, 2010 3:31 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Whitebots 1.01
Meh. My point still stands. To a lesser extent. And that jump script is still super laggy.
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Sun Feb 28, 2010 7:10 am |
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