Author |
Message |
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: DarkStorm Military Technologies - Updated 6/5/09
I wouldn't say it's a stealth faction. Darlos9D wrote: If you wish to infiltrate an enemy compound, spy on enemy forces, re-enforce your base, or simply round out your infantry, then we are certain to have something that you will find useful. Where in this sentence does it say that this mod is specificly made for stealth?
|
Tue Jun 09, 2009 7:34 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Chill guys, I'm working on it.
|
Tue Jun 09, 2009 8:00 pm |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
Re: DarkStorm Military Technologies - Updated 6/5/09
numgun wrote: Lizard wrote: Exalion wrote: And I want stealth in darkstorm because THAT'S THE WHOLE POINT OF THE FACTION, DUMMY! Seconded, why have a stealth faction without stealth units? And i can't wait for the stealth shinobi to be finished. Stealth units = ??? What? Specify, since a modder cant know what you have thought of in your head. The invisible one that is. you know, cloaked.
|
Tue Jun 09, 2009 9:47 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: DarkStorm Military Technologies - Updated 6/5/09
I requested Data for a function for any object that works exactly like FlashWhite() on actors, but you can set any color instead of just white.
Not sure if he's gonna do it, but if he does, cloaking visually will be very easy with this. Just set it to purple color and duration and poof youre invisible.
|
Tue Jun 09, 2009 9:51 pm |
|
|
Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
|
Re: DarkStorm Military Technologies - Updated 6/5/09
This is hands-down the best mod I've seen yet. The only problem is that sometimes my game crashes when a defense turrent gibs. It looks like the same error I get when I try to reference an object that's already been destoryed (ie. garage collected)
|
Tue Jun 09, 2009 9:53 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: DarkStorm Military Technologies - Updated 6/5/09
So, like: Code: MOSprite:FlashColor(duration,r,g,b)
And r,g,b default to 255,255,255
|
Tue Jun 09, 2009 9:53 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/5/09
That'd be hot. Just do that and set GetsHitByMOs = false and you've got yourself one invisible dude.
Unless flashing to the transparent color somehow kills their hit detection, in which case it won't be necessary. Though it might cause other weirdness.
Now if we can just get rid of the damn status readout floating above everybody's heads. It seems like setting CharHeight to a large number just results in an actor who can pick up any device on the field.
|
Tue Jun 09, 2009 10:43 pm |
|
|
mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
|
Re: DarkStorm Military Technologies - Updated 6/5/09
So you ask Data to separte the vars into GrabHeight and CharHeight.
|
Tue Jun 09, 2009 10:54 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: DarkStorm Military Technologies - Updated 6/5/09
mail2345 wrote: So you ask Data to separte the vars into GrabHeight and CharHeight. Because asking data to do things works so well. We've been asking for custom wounds for FOURTEEN BUILDS.
|
Tue Jun 09, 2009 10:57 pm |
|
|
numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
|
Re: DarkStorm Military Technologies - Updated 6/5/09
mail2345 wrote: So, like: Code: MOSprite:FlashColor(duration,r,g,b)
And r,g,b default to 255,255,255 Yeah, exactly like that. mail2345 wrote: So you ask Data to separte the vars into GrabHeight and CharHeight. What purpose? And is there any other way of making the hud dissappear?
|
Tue Jun 09, 2009 11:22 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: DarkStorm Military Technologies - Updated 6/5/09
So that we can have invisible HUD without retarded grab everything characters.
|
Tue Jun 09, 2009 11:26 pm |
|
|
Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
|
Re: DarkStorm Military Technologies - Updated 6/5/09
http://www.mediafire.com/?sharekey=ce70 ... eaa7bc68bcUnzip these files to DarkStorm.rte to get back the old drop ship and the Yosei mk1, which has a larger firing range. Darlos, if you don't approve, I'll delete this post. Also working on getting the Raiju warp working, but I am really bad at doing anything with CC mods, so I'm basically just trial-and-erroring this and booting CC over and over until I get this right.
|
Wed Jun 10, 2009 5:40 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: DarkStorm Military Technologies - Updated 6/5/09
So THAT'S why when I modded the stealth suit to have a charheight of a lot it could pick up anything... Ingenious.
|
Wed Jun 10, 2009 6:21 am |
|
|
piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
|
Re: DarkStorm Military Technologies - Updated 6/5/09
You could negate the char height, but it wouldn't be able to pick anything up.
|
Wed Jun 10, 2009 7:09 am |
|
|
Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
|
Re: DarkStorm Military Technologies - Updated 6/5/09
Would that matter? It has guns pre-equipped anyway... and if it gets the close combat feature like the rest of the units, it won't even NEED A WEAPON: TOO NINJA!
|
Wed Jun 10, 2009 8:15 am |
|
|
|