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havoc
Joined: Mon May 18, 2009 4:01 am Posts: 28
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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.
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Wed Jun 10, 2009 5:45 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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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?
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Wed Jun 10, 2009 5:59 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DarkStorm Military Technologies - Updated 6/5/09
Guys quiet, it'll be when its done, not minute earlier. (If at all)
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Wed Jun 10, 2009 6:02 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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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.
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Thu Jun 11, 2009 12:36 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: 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.
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Thu Jun 11, 2009 1:46 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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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.
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Thu Jun 11, 2009 4:44 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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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)
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Thu Jun 11, 2009 2:18 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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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.
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Thu Jun 11, 2009 2:33 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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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.
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Thu Jun 11, 2009 6:03 pm |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DarkStorm Military Technologies - Updated 6/5/09
Figured it out. I didn't realize Build 23 came out. #facepalm#
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Thu Jun 11, 2009 6:45 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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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.
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Thu Jun 11, 2009 8:27 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DarkStorm Military Technologies - Updated 6/11/09
<3
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Thu Jun 11, 2009 8:35 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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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.
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Thu Jun 11, 2009 8:45 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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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.
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Thu Jun 11, 2009 8:50 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: DarkStorm Military Technologies - Updated 6/11/09
The stun gun needs more electricity fx. Right now it just feels kinda weak.
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Thu Jun 11, 2009 9:32 pm |
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