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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Yeah, I could probably get it to work better somehow. I never really messed with global variables. 
 
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			| Tue Jun 16, 2009 2:14 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: DarkStorm Military Technologies - Updated 6/11/09BTW, my experimenting with global actor controllers has shown that global variables are persistent across matches. 
 
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			| Tue Jun 16, 2009 2:20 am | 
					
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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: DarkStorm Military Technologies - Updated 6/11/09I could use global variables to make things smoother inside the game, but you'd still wind up having to set things in an .ini or .lua file if you want any permanency between plays. 
 
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			| Tue Jun 16, 2009 2:52 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Or just compile your self/ask someone to compile a File I/O lib. 
 
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			| Tue Jun 16, 2009 2:54 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: DarkStorm Military Technologies - Updated 6/11/09im fairly sure people would be a bit finicky about installing I/O stuff, even if it was legit.it would be awesome if the coilgun knocked actors back (by either adding impulses or velocity)
 
 
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			| Tue Jun 16, 2009 5:08 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: DarkStorm Military Technologies - Updated 6/11/09No one worried about IRC Scene except for the mac people. 
 
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			| Tue Jun 16, 2009 5:23 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: DarkStorm Military Technologies - Updated 6/11/09socket is fairly different to I/O, and i read through the source first anyway (the activity lua, admittedly, not the socket lua, but eh), but file saving for keys would be very nice. i'd personally prefer it if it just used a combo, like turning stealth on, but that would make charging the shogun's mach punch fairly impossible. 
 
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			| Tue Jun 16, 2009 5:28 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Still, you are including arbitary binaries into your computer.
 It doesn't matter what it claims to be, as long as you didn't make it.
 
 
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			| Tue Jun 16, 2009 5:31 am | 
					
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			| Darlos9D 
					Joined: Mon Jul 16, 2007 9:50 am
 Posts: 1512
 Location: Tallahassee, FL
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Ugh, no, I'm not compiling in a new library. That'd just be a mess. Geti wrote: it would be awesome if the coilgun knocked actors back (by either adding impulses or velocity)Uhm... it does. Actors just don't ragdoll the way you'd expect though.
 
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			| Tue Jun 16, 2009 6:34 am | 
					
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			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: DarkStorm Military Technologies - Updated 6/11/09really? O_o maybe i just need to use it more..the terrain rape on it is fairly amazing, by the way.
 
 
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			| Tue Jun 16, 2009 6:40 am | 
					
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			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Turret explosions destroy terrain. Fix this. 
 
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			| Tue Jun 16, 2009 7:27 am | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Exalion wrote: Turret explosions destroy terrain. Fix this.And get me a cookie while you're at it.
 
 
    							Last edited by TorrentHKU on Wed Jun 17, 2009 8:57 pm, edited 1 time in total. 
 
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			| Tue Jun 16, 2009 7:22 pm | 
					
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			| Exalion 
					Joined: Fri Mar 02, 2007 6:59 am
 Posts: 1726
 Location: NSW, Australia
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Seriously though, don't put a turret over your brain. Even a block of steel won't stop the 10 or so tiny terrain eating particles in the explosion, and they'll go RIGHT THROUGH YOUR BRAIN.
 Also, stealth is a little buggy. MOPixels ignore stealthed actors, rendering them invincible to most weapons.
 
 
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			| Wed Jun 17, 2009 4:39 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Which reminds me.
 Couldn't you do a BoundingBox check?
 
 
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			| Wed Jun 17, 2009 7:30 am | 
					
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			| Ragdollmaster 
					Joined: Sun Dec 16, 2007 12:09 am
 Posts: 1115
 Location: Being The Great Juju
   |   Re: DarkStorm Military Technologies - Updated 6/11/09Really weird bug; when I was playing the zombie cave mission with DarkStorm as back up units, for some reason, about two or three times, there was this period of time where none of my DS soldiers could fire a weapon. Like, the ammo would be lowering and the fire sound would be playing but the actual round wouldn't come out the guns. Happened not only to the Pyro Flamethrower but also to a few UniTec and Ronin weapons so it's not an issue of the actual DS weapons. 
 
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			| Wed Jun 17, 2009 11:26 pm | 
					
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