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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Wed Dec 10, 2008 3:21 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Subiw wrote:
Steps to recreate this bug? Doesn't happen for me.


After a bit more testing, I'll clarify.

Sometimes, when killing something with the shinobi melee attack, a random actor on the map dies.

My mistake. I apologize.


Sat Jun 13, 2009 7:15 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
More specific please?
Which actor did you kill and which random actor was killed?
Describe the state of the map (enemy no., explosions, etc.).
List other mods on the field at the time.
Etc.


Sat Jun 13, 2009 7:18 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Orglar wrote:
Sometimes, when killing something with the shinobi melee attack, a random actor on the map dies.


Happened to me too.

I was playing astro mission and I was at the far end of the map, other side than my brain bot in its safe chamber. I cloacked, stunned one of the browncoats with D97 and sliced him many times until suddenly a fail sing pops to my screen and my brain bot lays dead in the safe chamber.

First time that happened to me.

Other than, great job darlos, i didn't like much the darkstorm without lua but now it's all different.

Godly mod.

EDIT: Replicated the scene, SAME RESULT!!
I think it has something to do with the maps cordinates or something. Like when you are cloacked and knifing it somehow sends some particles to rewerse cordinates on the map killing troop on the area or something.


Sat Jun 13, 2009 10:43 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Minor bug: Stealthed Shinobis using weaponry have projectiles pass through other enemies. Only noticed on non-Lua coded projectiles as far as I can tell.


Sat Jun 13, 2009 11:29 am
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
If I remember reading, the knife is supposed to discharge electricity.


Sat Jun 13, 2009 2:04 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
411570N3 wrote:
More specific please?
Which actor did you kill and which random actor was killed?
Describe the state of the map (enemy no., explosions, etc.).
List other mods on the field at the time.
Etc.


I was playing Astro. I was at the final browncoat bunker. I cloaked and started stabbing a light one to all hell. When I was finally done the browncoat right behind him just fell over and died. He didn't gib.

I had killed everyone else on the map at the time, so random MOID-reducing asplosions aren't the culprit...

As for my mods...

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Sat Jun 13, 2009 4:29 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Roy-G-Biv wrote:
If I remember reading, the knife is supposed to discharge electricity.

have you noticed that the actors you stab with it spasm? yeah..
some sparks or something could be cool though.
also, awesome shinobi flashwhite update script, go.
http://pastebin.com/m209a40d3
also addable to the drone, obviously with some modification.
i just wanted some more visual feedback, so whatever.

i think the meters could do with some more slimness, compare them to the jetpackometer.


Sat Jun 13, 2009 4:51 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
@knife bugs: none of these make sense for them to be caused by my mod. Even if the "shock" object somehow got misplaced onto another actor, it wouldn't make them explode. The stab only does one wound of damage, and the stab graphic MOSRotating isn't heavy or fast enough to gib anything. It just doesn't add up.

There have been reports of things randomly blowing up without my mod. Don't immediately assume its my mod's fault.

Geti wrote:
have you noticed that the actors you stab with it spasm? yeah..
some sparks or something could be cool though.

Maybe, but I'm not a big fan of overdone Hollywood effects. There's no reason for there to be visible sparks or bolts of electricity on any of my electrical weapons, except the shock mortar. The EMP grenade is a notable exception, but I felt that it needed some kind of graphical representation of its range.

Geti wrote:
also, awesome shinobi flashwhite update script, go.

Would you people please realize that the Shinobi is both functionally and graphically a work in progress. Furthermore, realize that this work won't be done until further CC builds, when I have the resources to finish it.

Geti wrote:
i think the meters could do with some more slimness, compare them to the jetpackometer.

Blah, opinion. I wanted it to look different. Does it really bother you that much?

While you're certainly permitted to do whatever you want with my mod once you have it, I also find it somewhat rude to come back here and post your modifications to my modification in my thread, as if you know better about how this mod should look and/or function than I do. If you think you can do better, go make your own mod.


Sat Jun 13, 2009 5:09 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Hey lul darloz i tink it wuld be teh kewl if u leik addeddd a rockett gun thing dat culd fire a rocket wichh shotos off lazers and ♥♥♥♥ lolololol especally if da lazers turnedd into deemons or leik llamaz do dat plz or u gay n00b lolololol.

Personally, I think the knife slash looks way better without the electricity. I mean, look at a real life taser; you don't see electricity arcing everywhere. That's because it conducts the energy directly to the victim- in this case, it's held within the knife and used as an extra source of damage, so why would it arc out into the surrounding air? Waste of energy and impractical.


Sat Jun 13, 2009 5:15 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
I cant get this to download. plz help. It takes me to a download site but that site dose nothing I turned of my pop-up blocker and all I got was pop-ups. (no surprise) Do I need an account with the download host site?


Sat Jun 13, 2009 5:22 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
giantbean wrote:
I cant get this to download. plz help. It takes me to a download site but that site dose nothing I turned of my pop-up blocker and all I got was pop-ups. (no surprise) Do I need an account with the download host site?

No, just click DL now.


Sat Jun 13, 2009 5:34 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
You hit that giant download text.


Sat Jun 13, 2009 5:36 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Darlos9D wrote:
@knife bugs: none of these make sense for them to be caused by my mod. Even if the "shock" object somehow got misplaced onto another actor, it wouldn't make them explode. The stab only does one wound of damage, and the stab graphic MOSRotating isn't heavy or fast enough to gib anything. It just doesn't add up.

I've had it too, but, unlike the rest of the reports, both actors were on the screen so I could see one get stabbed, and the other loose health and shake.

This is one great mod though, the best I've seen in a while, maybe even the best ever.


Sat Jun 13, 2009 6:41 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Ragdollmaster wrote:
Personally, I think the knife slash looks way better without the electricity. I mean, look at a real life taser; you don't see electricity arcing everywhere. That's because it conducts the energy directly to the victim- in this case, it's held within the knife and used as an extra source of damage, so why would it arc out into the surrounding air? Waste of energy and impractical.

I agree with the look, but I have an explanation for why, if it did, the electricity would arc everywhere. Either the technology would be so innefficient or require so much energy that it would arc off of the target onto a closer target (Which would probably be the holder of the knife until it hit the target). But, it doesn't arc, so we must assume technology is more advanced in the future. I have just used science to prove that in the future, they will have better technology than now. I should recieve a Nobel Peace Prize.


Sat Jun 13, 2009 6:50 pm
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Post Re: DarkStorm Military Technologies - Updated 6/11/09
Here's some ideas to toss around after playing with your latest build:

I've taken a great liking to the Yosei flying gun platforms. I even built a Darkstorm Factory scene around them, being mass produced and sent into the sky via teleporters and conveyers. I was thinking however, that they'd be really great if they could either pick up other weapons, or at the very least come with a sidearm force digger.

They'd make really versatile base cleaners or miners if they had the option, and It would make more sense for Shinobi's and Tengu's to stick to straight fighting instead of wasting their prowess on mining or cleaning.

Also, have you tossed the idea of a Darkstorm medic unit around? The vanilla medic drone right now is a great idea executed poorly. They get destroyed if so much as a pebble lands on their head right, or an actor steps over them.

Lastly, do you have plans for a Bunker System for docking things like the Kimon or the Shishi crafts? I can't seem to get them to dock with the vanilla dropship one, so I assume they'll need custom coding.


Sat Jun 13, 2009 7:35 pm
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