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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
You could probably mix together your Point Defence and Electrolaser into some sort of tesla barrier monstrousity; recharging insta-kills depleting energy based on mass... not very stealthy or supportive though... -_-" perhaps an emp effect centralised around an actor?
Anyway, have you considered proximity mines or tripmines of some sort? It'd put alot more fun into having a stealth actor if you could deplete the enemy's base effectveness...
Anyway, the stun knife is lovely on the stealth actor; I can't wait to play against my friend - his sniper suddenly spasming just as he finsihes reloading and aims at my brain... *drools*


Wed Jun 03, 2009 5:21 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
'Nother small bug: when a turret is destroyed mid-construction, the turret-in-construction sprite remains and is untouchable by any MOs. It stays there indefinitely. If a pic is needed I'll oblige.

Oh yeah and the combat knife's range doesn't quite match up with the swinging sprite. Range is a little bit greater than it appears.


Wed Jun 03, 2009 5:44 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Subiw wrote:
'Nother small bug: when a turret is destroyed mid-construction, the turret-in-construction sprite remains and is untouchable by any MOs. It stays there indefinitely. If a pic is needed I'll oblige.

Oh yeah and the combat knife's range doesn't quite match up with the swinging sprite. Range is a little bit greater than it appears.

Oops, its supposed to become terrain.

And the combat knife is about to become completely different, so don't worry.


Wed Jun 03, 2009 6:56 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I really love the progress on the turrets, especially the deployment craft.
Oh, and good strategy is to place the shield generator between a few gun turrets.


Fan Pic : If only I cleaned the image...
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Wed Jun 03, 2009 8:01 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
the turret construction boxes are pretty ugly, as is the text on them and the gun boxes.. doesnt feel darkstorm at all. maybe just have a kanji insignia and an id number?

also: in regards to recoil, i just realised i was talking about things that needed Lua on weapons. ugh.


Wed Jun 03, 2009 8:30 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Bug: setting point defences on fire makes them invincible (no HP bar but still working)


Wed Jun 03, 2009 11:20 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Foa wrote:
Fan Pic

You know, the circle around the PDS isn't something caused by the field itself. The field is invisible. The circle is just a HUD element showing you the field's range.


Wed Jun 03, 2009 4:44 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:
Foa wrote:
Fan Pic

You know, the circle around the PDS isn't something caused by the field itself. The field is invisible. The circle is just a HUD element showing you the field's range.

I know, it is getting distorted because of the oncoming fire.


Wed Jun 03, 2009 4:55 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
pulse based fields to reduce lag, but make the pulses stop anything dead in its tracks, or maybe even reverse it's velocity?
it would be better that way than the current, awesome but laggy way.


Wed Jun 03, 2009 5:18 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
GLITCH: You can return the hover turret deployers and they'll deploy the turret anyway.


Wed Jun 03, 2009 7:14 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos9D wrote:

Sparx wrote:
You could make a cool bomb deployable from one of you D87 Higo's, with a 30 second timer while it assembles or something. That would be sweet. :grin:

Or it'd be silly. A bomb would be designed to just, you know, explode immediately. Massive demolitions isn't really the aim of my mod anyway. No nukes here.


Your right, it doesn't fit with the whole silent operations thing you've got going. Awesome mod by the way.


Thu Jun 04, 2009 2:25 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
i've already fleshed out this idea for myself but dardar maybe you should consider utilizing the crate that you use for reordering shogun weapons as a supply kit for the shinobi. perhaps a unit reconstructor too to put in with the rest of the stuff, cause as you kno units can't be constructed without losing their weapons.


Thu Jun 04, 2009 2:32 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
I liked the old style of the scout drone; it felt much more natural, and it could be equipped with different weapons than the modified carbine as it wasn't an ACrab. This Yosei is a lot more stable, but it just looks weird moving across the air so smoothly and without a hitch. Also, here are a few glitches I've encountered; for example, if you point the gun straight down at the ground and then float down and wedge yourself a bit, you can move through terrain. I mean just phase straight through it, unless you move after the initial penetration, at which point a Yosei-shaped hole will appear in the ground. (I'll provide screenshots if it helps)

Of course, you could do the "bug-as-a-feature" trick and say this is some kind of awesome, base system/defense bypassing technique implemented into the scout drone.


Thu Jun 04, 2009 2:48 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Ragdollmaster wrote:
This Yosei is a lot more stable, but it just looks weird moving across the air so smoothly and without a hitch.

You know, I see this complaint a lot. But really, don't you think its feasible that such a stable flight system could be developed so far in the future?

Ragdollmaster wrote:
Also, here are a few glitches I've encountered; for example, if you point the gun straight down at the ground and then float down and wedge yourself a bit, you can move through terrain. I mean just phase straight through it, unless you move after the initial penetration, at which point a Yosei-shaped hole will appear in the ground. (I'll provide screenshots if it helps)

Weird. I'm only affecting the Yosei's velocity in my script. After that, the game's regular collision detection should kick in and determine whether or not to stop it, which usually works, but I guess not always.


Thu Jun 04, 2009 3:55 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
oh, for the yatagarasu "money back guarantee"-ish thing, try using self.TotalValue and taking away self.GoldValue, should work.


Thu Jun 04, 2009 12:36 pm
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