View unanswered posts | View active topics It is currently Sat Jan 04, 2025 4:51 am



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 135, 136, 137, 138, 139, 140, 141 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Mon May 18, 2009 4:01 am
Posts: 28
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Are the darkstorm base modules done yet?
I was thinking of some cause it look's better.


Wed Jun 10, 2009 5:45 pm
Profile
User avatar

Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
Post Re: DarkStorm Military Technologies - Updated 6/5/09
havoc wrote:
Are the darkstorm base modules done yet?
I was thinking of some cause it look's better.

There's WIP DS Bunker modules?


Wed Jun 10, 2009 5:59 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Guys quiet, it'll be when its done, not minute earlier. (If at all)


Wed Jun 10, 2009 6:02 pm
Profile WWW
User avatar

Joined: Sat Oct 20, 2007 5:13 pm
Posts: 61
Location: Somewhere with marijuana.
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Abortion in .\System\Reader.cpp, line 530, because:

Could not match property in Darkstorm.rte/Settings/keyconfig.ini at line 4

Que? I looked, and the file it indicates is most definitely there.


Thu Jun 11, 2009 12:36 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Open the file and give us line 4. Something's there that shouldn't be, porbably an incorrect variable name.


Thu Jun 11, 2009 1:46 am
Profile WWW
User avatar

Joined: Sat Oct 20, 2007 5:13 pm
Posts: 61
Location: Somewhere with marijuana.
Post Re: DarkStorm Military Technologies - Updated 6/5/09
ScriptPath = DarkStorm.rte/Settings/ConfigScript.lua

I know a wee bit about modding, and as far as I can tell all the capitalization and whatnot is in order. I just dunno what's wrong.


Thu Jun 11, 2009 4:44 am
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post Re: DarkStorm Military Technologies - Updated 6/5/09
I have that aswell on line 4 and it works fine. Hmm... what's the mass equal to? (The variable right under ScriptPath = DarkStorm.rte/Settings/ConfigScript.lua)


Thu Jun 11, 2009 2:18 pm
Profile
User avatar

Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Ragdollmaster wrote:
I have that aswell on line 4 and it works fine. Hmm... what's the mass equal to? (The variable right under ScriptPath = DarkStorm.rte/Settings/ConfigScript.lua)

You're not supposed to edit that first MO.
You're supposed to edit the second one.


Thu Jun 11, 2009 2:33 pm
Profile
User avatar

Joined: Sun Dec 16, 2007 12:09 am
Posts: 1115
Location: Being The Great Juju
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Yes, that's why I'm asking. If he edited the first MO then that's the reason it won't load properly.


Thu Jun 11, 2009 6:03 pm
Profile
User avatar

Joined: Sat Oct 20, 2007 5:13 pm
Posts: 61
Location: Somewhere with marijuana.
Post Re: DarkStorm Military Technologies - Updated 6/5/09
Figured it out. I didn't realize Build 23 came out. #facepalm#


Thu Jun 11, 2009 6:45 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/11/09
I updated. There's quite a bit of new content this time around.

I'd really like this to be my last update for a while, aside from bug fixes.


Thu Jun 11, 2009 8:27 pm
Profile YIM
User avatar

Joined: Tue Jul 24, 2007 1:13 am
Posts: 1183
Location: eating sock's face like a cupcake
Post Re: DarkStorm Military Technologies - Updated 6/11/09
<3


Thu Jun 11, 2009 8:35 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Post Re: DarkStorm Military Technologies - Updated 6/11/09
Stealth code:
Code:
self.GetsHitByMOs = false

Nice.

Have you considered scarmbling aim angle and disabling fire state of AI actors aiming at the unit?

Anyway, I like the new additions.


Thu Jun 11, 2009 8:45 pm
Profile
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: DarkStorm Military Technologies - Updated 6/11/09
mail2345 wrote:
Stealth code:
Code:
self.GetsHitByMOs = false

Nice.

Have you considered scarmbling aim angle and disabling fire state of AI actors aiming at the unit?

Anyway, I like the new additions.

Yes, but thats more awkward and not worth it ultimately. GetsHitByMOs = false works fine enough.

It should all feel better once I can make the actor actually turn invisible as well.


Thu Jun 11, 2009 8:50 pm
Profile YIM
User avatar

Joined: Sun Apr 29, 2007 6:11 pm
Posts: 543
Location: The hood
Post Re: DarkStorm Military Technologies - Updated 6/11/09
The stun gun needs more electricity fx. Right now it just feels kinda weak.


Thu Jun 11, 2009 9:32 pm
Profile WWW
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 135, 136, 137, 138, 139, 140, 141 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.032s | 13 Queries | GZIP : Off ]