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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
The new turret builder is the coolest thing I've ever seen in CC.


Thu Jun 04, 2009 1:31 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Hey guys, I'd like some community opinion.

I got done working on melee for the shinobi and shogun. As I described before, it involves a new "melee" key. Unfortunately, I'm having quite a time trying to figure out how to make this key dynamically changeable by the player (no suggestions on that here please, I have a thread in the lua scripting board for it).

So, my question is this: if you had to agree upon a static key for melee that couldn't be changed (until I figure out how to get that to work anyway), what would it be?

Of course, I could also just add instructions on how one might change the key manually by directly editing a script file, but I'd still need some kind of default that'd be sensible enough for those not willing to go that far.


Thu Jun 04, 2009 10:45 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
It'd be hard to get it to work for controllers, but try the 'x' key. That's what I'd use, as I use the WASD keyset.


Thu Jun 04, 2009 10:47 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Maybe you could use the Lua console to change the melee controls for time being.


Thu Jun 04, 2009 10:58 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Roy-G-Biv wrote:
Maybe you could use the Lua console to change the melee controls for time being.

That'd still require something that saves what you put in the console, for the actors to then read to know what button is being used.


Thu Jun 04, 2009 11:20 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Im using X for crouching. How about G? Its right next to the fire key aka H.


Thu Jun 04, 2009 11:29 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
numgun wrote:
Im using X for crouching. How about G? Its right next to the fire key aka H.

But what if people actually use Psy implants on DarkStorm troops?


Thu Jun 04, 2009 11:58 pm
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
numgun wrote:
Darlos9D wrote:
And don't worry, the old Yatagarasu will make a return. This time in the form of something with side-doors, I'm thinking. You could even just land it on the ground that way, but it'd still be a dropship, not a rocket.


With those non-lethal rotor "thrusters", this could work really well for it.
As for landing a dropship, that sounds pretty risky.
I'm talking about the DS's happy little autoscuttle trigger.
Hope you can bypass that.

Leg attatchables?

wutangfan1990 wrote:
I think you misunderstood me Darlos, the realism that inhibits my enjoyment of this mod is found in it's very typical arsenal. You have shotguns, ARs, carbines, simple pistols, and sniper rifles. O M G, I've seen that before and no matter how well (in this case extremely well) executed they are, there are very few things in this mod's ARSENAL that I actually enjoy playing with or find original. (Exceptions exist as the cryo gun, flamethrower, and railgun) I often order a Darkstorm clone with next to none of its intended equipment because of this perceived banality. It just seems to me that your usually interesting mod style is cast aside for the sake of a typical arsenal with heavy current era influences. I guess what i'm trying to relay is that your mod, while very well done, has a very passive arsenal that does not distinguish itself from vanilla/other one(s) that much.

- On a different note the camo tengu don't work for me.

Originality is quite difficult, believe it or not.
That, and there are only so many different types of weapon that can be made given CC's current limitations.


Fri Jun 05, 2009 12:01 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
E would be good it works with the old key set up and with the WASD setup.


Fri Jun 05, 2009 1:13 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
E is the default next body key.


Fri Jun 05, 2009 1:16 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Grif wrote:
E is the default next body key.

...ok then 1? (I have been useing WASD for moveing and the arrow keys for fire,sharp aim,pie menu,and jetpack for a LONG time now the old keys are a bit forgotten :oops: )


Fri Jun 05, 2009 1:28 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Alright, default key is Z key right now, but I have it set up so you can set the key to whatever you want outside of the game. I have a new Settings folder inside of my .rte. with a keyconfig.ini. Inside you'll find some simple actors. You just go to the one that's named DarkStorm Melee Key, and change its Mass value to the key value you want. Key values are described by a readme.txt in the same folder. Don't complain that this is too complicated! It's the best I can do right now. At least the settings can all be consolidated in one place now.

In-game, the moment the first shinobi or shogun is added to the scene, you'll see a message in the console saying that the melee key has been set. It'll tell you the current key value, and also give instructions on how to change it in-game. It takes a bit of typing though, but again its the best I can do right now.


Fri Jun 05, 2009 1:42 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
The Decaying Soldat wrote:
The new turret builder is the coolest thing I've ever seen in CC.


I fully agree. My head exploded when I saw them. Awesome, Darlos. :grin:


Fri Jun 05, 2009 1:50 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Darlos is revolutionizing CC.

What's next on your mind aside from reworking certain mechanics?


Fri Jun 05, 2009 1:53 am
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Post Re: DarkStorm Military Technologies - Updated 5/31/09
Melee button: spacebar.


Fri Jun 05, 2009 2:12 am
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