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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Crobotech Mod Beta 2
Roy-G-Biv wrote: Darlos9D wrote: Your slim lineup makes me wonder if I couldn't cut some corners on my own weapons. His lineup is slim now, but this is just a beta, Beta 2c specifically. Who knows how many weapons Capnbubs will have made for the finished product. Well, I'm doin' it anyway...
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Sat May 17, 2008 2:26 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
So, capn, when are you going to put back the PA-150? I loved its impact grenades and its balance of medium explosive power and lowish clip size ( 15 shots ) !
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Sat May 17, 2008 3:17 am |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Crobotech Mod Beta 2
I hope that there will be a sniper unit but that there will not be a melee weapon. Everyone just modifies Piezo's, anyway, except for the Slasher. What's the rising object test for?
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Sat May 17, 2008 3:19 am |
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Funtastic
Joined: Mon Dec 10, 2007 7:39 am Posts: 86 Location: Where you aren't
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Re: Crobotech Mod Beta 2
I have the same question, is that stuff neccessary to have in the order catalogue or is it just some beta goodness?
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Sat May 17, 2008 7:38 am |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Crobotech Mod Beta 2
Holy jesus christ in a can, this looks awesome! Got my instant DL.
EDIT: I love the new weapons, especially the shotgun, but the only problem I have is that the armour is slightly too heavy. An AK can only just penetrate the Clone's armour. I can just edit the AK's values though. Overall, and improvement over the old crobos!
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Sat May 17, 2008 11:13 am |
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J23
Joined: Sat Sep 22, 2007 7:28 pm Posts: 298 Location: Right here.
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Re: Crobotech Mod Beta 2
Then choose a lighter armor'd Crobo.
They're supposed to resist vanilla weapons anyways.
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Sat May 17, 2008 3:54 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
You can headshot the Clones right away!
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Sat May 17, 2008 3:59 pm |
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chilichickenionator
Joined: Thu May 17, 2007 5:40 pm Posts: 33 Location: finland
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Re: Crobotech Mod Beta 2
Great... nice priced (i dont mean super uber unit would be 1gold..) and fair reload time
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Sat May 17, 2008 4:45 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Crobotech Mod Beta 2
While I'm ashamed to admit it, I'm having difficulty getting the Activities to work.
I don't suppose someone could explain how to set it up in greater detail?
EDIT: Disregard that, I suck cocks.
Commenting out Base.rte activities did the trick.
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Sun May 18, 2008 2:25 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
( Note the Game uses the last loaded Activities )So For Me its ( For example ) Code: 0 zombies.rte/Activities Code: Crobo.rte/Activities Code: //Darklones.rte/Activities And there's no .rte integrating
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Sun May 18, 2008 6:06 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Foa wrote: You put a double slash in front of any Code: *.rte/*/Activities.ini Before and after the Crobotech Activities. So For Me its Code: //Base.rte/Activites Code: //0 zombies.rte/Activities Code: Crobo.rte/Activities Code: Darklones.rte/Activities And there's no .rte integrating I have no idea what your talking about. Why would the activities.inis be called in the same file?
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Sun May 18, 2008 6:08 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Crobotech Mod Beta 2
Foa wrote: ( Note the Game uses the last loaded Activities )So For Me its ( For example ) Code: 0 zombies.rte/Activities Code: Crobo.rte/Activities Code: //Darklones.rte/Activities And there's no .rte integrating I just edited it!
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Sun May 18, 2008 6:09 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Crobotech Mod Beta 2
Whats with the custom "Spark" Atomgroup? Also, fire needs to appear on the ground under the jetpack. It looks awesome In-Game.
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Tue May 20, 2008 12:55 am |
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Tea
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Re: Crobotech Mod Beta 2
I was fairly sure the game loaded the first activities file.
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Tue May 20, 2008 9:11 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
zalo wrote: Whats with the custom "Spark" Atomgroup? Also, fire needs to appear on the ground under the jetpack. It looks awesome In-Game. The spark atom group was originally just an atom group I made so that I could throw an invisible emitter around and have it collide with things and not break the game. Now I use it for anything that needs to be invisible but still collide with something, it's basically just a tiny 3x3 square of atoms. And I was already planning on doing that but I wasn't sure if I wanted to put it on the current actors or save it.
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Tue May 20, 2008 12:44 pm |
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