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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
Released update with the stuff I mentioned earlier. Don't have time to work on this anymore.
Will update in 3 years.
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Thu Sep 16, 2010 2:47 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: MaximDude Corp. (Updated 16/09/10)
I wish you good luck, and hope that in three years, you will still be here to wow us with your awesome mods my good sir
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Thu Sep 16, 2010 2:53 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
wiffles wrote: I wish you good luck, and hope that in three years, you will still be here to wow us with your awesome mods my good sir Thank you, and I do hope I will. PS. lack of feedback makes me sad. Is there really nothing to complain about? Come on people.
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Sun Sep 19, 2010 11:59 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: MaximDude Corp. (Updated 16/09/10)
The skinner skins the user. ( I lost three miners when their limbs, head, and helmet fell off when I used the skinner )
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Mon Sep 20, 2010 12:21 am |
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ratatat11
Joined: Sat Jan 02, 2010 1:19 am Posts: 51 Location: kentucky
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Re: MaximDude Corp. (Updated 16/09/10)
ok i love how you can control the gunships mk2 gun but dislike how you control it. Couldnt you have made it like the dummy gunship from "EDV". it would make useing it alot easier.
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Mon Sep 20, 2010 12:34 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
There we go. Foa wrote: The skinner skins the user. ( I lost three miners when their limbs, head, and helmet fell off when I used the skinner ) Strange... I thought I fixed that... Guess I didn't... :\ ratatat11 wrote: ok i love how you can control the gunships mk2 gun but dislike how you control it. Couldnt you have made it like the dummy gunship from "EDV". it would make useing it alot easier. I did, for keyboard users atleast. There's no mouse support though, didn't get to add that.
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Mon Sep 20, 2010 12:55 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: MaximDude Corp. (Updated 16/09/10)
I like the rocket. It's nice and tough, and pretty powerful too. I also like how it doesn't have those annoying landing thingies. It seems like the skinner only works on the second try or something, too.
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Mon Sep 20, 2010 1:22 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: MaximDude Corp. (Updated 16/09/10)
definitely a keeper!
tons of fun stuff, and its mostly unique! and i love me some uniqueness!
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Mon Sep 20, 2010 3:29 am |
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Folks
Joined: Sat Oct 09, 2010 9:34 pm Posts: 29
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Re: MaximDude Corp. (Updated 16/09/10)
Thank you, i really like this Mod. The Bunker Modules are cool.
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Sat Oct 09, 2010 9:38 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: MaximDude Corp. (Updated 16/09/10)
Laser doors need to be updated for 4 teams. Otherwise this works in B24.
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Fri Dec 17, 2010 8:24 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
Not just the doors, there are some other stuff that have team checks too. Not really a big deal, it's just that i'm too much of a lazy bum to go through fixing and re-uploading this thing.
I have some free time left so maybe i'll get to it later.
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Sat Dec 18, 2010 10:51 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: MaximDude Corp. (Updated 16/09/10)
I just hope the skinner stops skinning the user, I've had enough delimbed, and deattachabled troopers.
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Sun Dec 19, 2010 2:54 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
Foa wrote: I just hope the skinner stops skinning the user, I've had enough delimbed, and deattachabled troopers. Hehe, yeah... I actually believed I had it fixed when I tested it the last time before the update. Guess I was wrong. Also, anyone knows if B24 finally has lua working on attachables? CBA to test myself.
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Mon Dec 20, 2010 5:37 am |
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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: MaximDude Corp. (Updated 16/09/10)
It does not.
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Mon Dec 20, 2010 5:56 am |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: MaximDude Corp. (Updated 16/09/10)
FFFFF-- Oh well....
Edit:
So I decided to fix the Skinner and it seems to work just fine... It only removes helmets and body plates when shot at an actor (Except the Browncoat Heavy because his helmet attachment is done in a way that if it is removed he dies, so he dies if shot at).
I might accidentally uploaded an older copy of the MDC folder. ¯\(O_0)/¯
Edit 2:
Just tested the Skinner I uploaded and it seems to work fine too... I don't know why any of you guys have issues.
I know for 100% it works perfectly fine on every vanilla actor there is, so perhaps the issue is with modded actors.
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Mon Dec 20, 2010 6:03 am |
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