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 ***Ballistic Weapons: Mercenaries!*** 
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Joined: Wed Apr 29, 2009 12:24 am
Posts: 185
Post Re: ***Ballistic Weapons: Mercenaries!***
cAN I HAVE SOME HELP IT SAYS COULDNT READ MERCINERIE ini.


Thu May 21, 2009 11:09 pm
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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!
Post 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*


Thu May 21, 2009 11:10 pm
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Joined: Sat May 16, 2009 11:25 pm
Posts: 53
Location: probably controlling the army outside your door =P
Post 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)


Thu May 21, 2009 11:42 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post 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:

Image
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Provided by Funnycat.


Fri May 22, 2009 7:45 am
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Moderator Hero

Joined: Sun Dec 24, 2006 11:28 pm
Posts: 868
Location: London Server
Post 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.


Fri May 22, 2009 9:50 am
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post 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.


Fri May 22, 2009 10:51 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
Post 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.


Fri May 22, 2009 1:46 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post 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?


Fri May 22, 2009 2:01 pm
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happy carebear mom
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Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
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Post 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


Fri May 22, 2009 2:04 pm
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
Post Re: ***Ballistic Weapons: Mercenaries!***
A better one would be something like "if !brainunit && pinstrength <= 5 then". Except vaguely in syntax.


Fri May 22, 2009 2:06 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Post 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.


Fri May 22, 2009 2:40 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: ***Ballistic Weapons: Mercenaries!***
Grif wrote:
groupname


If this works, then its fully possible.


Fri May 22, 2009 2:42 pm
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Joined: Tue May 19, 2009 4:22 pm
Posts: 29
Location: Norway/North Pole
Post 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.


Fri May 22, 2009 2:51 pm
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Joined: Wed Feb 25, 2009 2:45 am
Posts: 346
Location: Funkytown
Post Re: ***Ballistic Weapons: Mercenaries!***
It's designed so the mercs can fit in the vanilla and other bunker modules.


Fri May 22, 2009 3:40 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: ***Ballistic Weapons: Mercenaries!***
The old merc was pretty much grinding the ceiling with his helmet :P


Fri May 22, 2009 4:52 pm
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