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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: ***Ballistic Weapons: Mercenaries!***
cAN I HAVE SOME HELP IT SAYS COULDNT READ MERCINERIE ini.
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Thu May 21, 2009 11:09 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: ***Ballistic Weapons: Mercenaries!***
97 and got a buy down to 32 health before someone else headshotted me. That's in THE DEEP, ♥♥♥♥♥es! Oh yeah. *Flashes E-peen almost twice as big*
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Thu May 21, 2009 11:10 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: ***Ballistic Weapons: Mercenaries!***
Scope0 wrote: Just got 40 kills in survival mode. *flashes e-peen* Can anyone beat? Ill try tomorow (Make a contest of it with my friend XD)
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Thu May 21, 2009 11:42 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
John_bowe wrote: JJA79 wrote: This is a really fun mod but there’s and annoying problem with the superweapon......
Whenever I use it (no matter how far away) my static brain shatters and is pulled towards the black hole Yeah, I tried to use it on dummy assault and I get that. You'll notice doors in the base start disappearing, and then right when you're about to deliver the final blow, boom, there goes you brain. Its a pain. Thats actually quite intentional. I found it funny when doors suddenly get shooped out of their holes and brains too near the black hole are sucked in. If its too annoying, I can change it not to affect pinned objects. But do note that it wont be able to suck in a door that is right in the middle of the blackhole. And now some music: ---- ---- Provided by Funnycat.
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Fri May 22, 2009 7:45 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: ***Ballistic Weapons: Mercenaries!***
The black hole pulls guns off their turrets - the darkstorm turrets camera focus ends up travelling weirdly across the screen before the entire thing goes boom after the black holes done, It's ♥♥♥♥ funny watching hapless dummies bounce along the ground before their doom.
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Fri May 22, 2009 9:50 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: ***Ballistic Weapons: Mercenaries!***
the black hole should have a smaller radius though, i think. and some more effects would be nice. the multiminirocket launcher also needs at least a smoke ball 1 MOSP at the muzzle each time a rocket is fired. they dont feel smokey or trail-y, and i cant decide if i like the actual muzzle of the weapon or not.
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Fri May 22, 2009 10:51 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: ***Ballistic Weapons: Mercenaries!***
Numgun, the brain sucky thing is annoying. Half way through a game, my brain is sucked from it's safe, out-of-the-way hole and plonked in the middle of the bloody battle field, when I'm trying to play a non-brain hunting team deathmatch.
it's not funny, it's just a pain.
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Fri May 22, 2009 1:46 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
Exalion wrote: Numgun, the brain sucky thing is annoying. Half way through a game, my brain is sucked from it's safe, out-of-the-way hole and plonked in the middle of the bloody battle field, when I'm trying to play a non-brain hunting team deathmatch.
it's not funny, it's just a pain. *Idea* I think I might be able it to ignore brain units, but affect anything else... No wait. Merc Hero is a brain. D : Darn, I want it to affect pinned objects, but ignore brains that are pinned and are out of the range of 40 pixels from the hole. How the heck can I do that?
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Fri May 22, 2009 2:01 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: ***Ballistic Weapons: Mercenaries!***
If you can access the PresetName of an object... Code: if not (object.PresetName == "Brain" or object.PresetName == "Mother Brain" or object.PresetName == "Dummy Brain") then --code-- end
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Fri May 22, 2009 2:04 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: ***Ballistic Weapons: Mercenaries!***
A better one would be something like "if !brainunit && pinstrength <= 5 then". Except vaguely in syntax.
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Fri May 22, 2009 2:06 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: ***Ballistic Weapons: Mercenaries!***
if not in groupname == brains and pinstrength == false then if dist <= 40 then do whatever end end
Roughly that but with the right functions for brains and pinstrength.
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Fri May 22, 2009 2:40 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
If this works, then its fully possible.
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Fri May 22, 2009 2:42 pm |
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Mats
Joined: Tue May 19, 2009 4:22 pm Posts: 29 Location: Norway/North Pole
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Re: ***Ballistic Weapons: Mercenaries!***
Ok mod, I really like the bunker modules/systems and the inanimate stuff, but what's up with the mercs being so small? The only flaw on this mod, is the height of the actors, other than that, I'd say it's a great mod.
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Fri May 22, 2009 2:51 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: ***Ballistic Weapons: Mercenaries!***
It's designed so the mercs can fit in the vanilla and other bunker modules.
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Fri May 22, 2009 3:40 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
The old merc was pretty much grinding the ceiling with his helmet
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Fri May 22, 2009 4:52 pm |
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