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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
deathbringer wrote: A grenade that explodes into glowy blue particles and leave a trail of little blue fire sticked to the ground that hurt people that walks on it. Maybe call it Plasma Grenade? That would eventually build up into a massive amount of lag. rjhw1 wrote: Nano explosive injector? When you shoot somebody with it they walk around fine for ab0ut 5 seconds then explode in a massive firey bloody explosion! That I could do.
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Sun Oct 18, 2009 3:15 pm |
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General Wiggles
Joined: Sun Oct 18, 2009 5:30 pm Posts: 2
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
Loving the mod, 5/5
However, I seem to have run into a small problem, the Harpoon gun you included in your mod is being replaced by the harpoon gun from the Lua'd set. Also, the same thing happens to the molotov included in the Zombies set, it is replaced by the molotov in the Ronin pack. Any help regarding this would be appreciated!
Thanks!
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Sun Oct 18, 2009 6:23 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
General Wiggles wrote: Loving the mod, 5/5 However, I seem to have run into a small problem, the Harpoon gun you included in your mod is being replaced by the harpoon gun from the Lua'd set. Also, the same thing happens to the molotov included in the Zombies set, it is replaced by the molotov in the Ronin pack. Any help regarding this would be appreciated! Thanks! Go to Harpoon.ini and on line 129 and change.... Code: PresetName = Harpoon Gun ....to whatever you want. It's a problem that when two things have the same name, the one that is loaded last will replace the first one.
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Sun Oct 18, 2009 8:50 pm |
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General Wiggles
Joined: Sun Oct 18, 2009 5:30 pm Posts: 2
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
whitty wrote: General Wiggles wrote: Loving the mod, 5/5 However, I seem to have run into a small problem, the Harpoon gun you included in your mod is being replaced by the harpoon gun from the Lua'd set. Also, the same thing happens to the molotov included in the Zombies set, it is replaced by the molotov in the Ronin pack. Any help regarding this would be appreciated! Thanks! Go to Harpoon.ini and on line 129 and change.... Code: PresetName = Harpoon Gun ....to whatever you want. It's a problem that when two things have the same name, the one that is loaded last will replace the first one. Thanks, its all in working order now. Keep up the great modding!
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Mon Oct 19, 2009 1:28 am |
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Mr p0kets
Joined: Sun Jul 19, 2009 12:34 pm Posts: 128 Location: Well... turn around and find out.
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
WHY DOES THE KILL GUN KILL YOU?!?!?!?
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Mon Oct 19, 2009 1:31 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
Mr p0kets wrote: WHY DOES THE KILL GUN KILL YOU?!?!?!? It's a WIP.... What I was going for was anything caught in the blast to die.
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Mon Oct 19, 2009 1:34 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
Ok... I took your harpoon gun and made it gib into toxic gas after it attaches for 3 seconds. (pretty fun) Heck using that idea you could make the torque bow from gears of war (win) Good job Whitty! Keep up the awesome mods
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Mon Oct 19, 2009 3:01 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
Make a Polymorph. When it hits something, they turn into a sheep crab. Sorta seems like something Shook would do though...
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Mon Oct 19, 2009 5:00 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 5* 10-10-09
Hyperkultra wrote: Make a Polymorph. When it hits something, they turn into a sheep crab. Sorta seems like something Shook would do though... I'll do something even better. Retarded crab, anyone? *EDIT* Done.
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Tue Oct 20, 2009 2:01 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 6* 11-23-09
Update. Medium-sized ACrab, gun that pins things, gun that turns things into crabs, dropship with turret, railgun, and 360-degree randomizer. Oh, and a bomb that exploded into randomizer rape. Comment on update, suggest new ideas, etc. Rape bomb: Railgun:
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Mon Nov 23, 2009 8:50 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Whitty's Wonderful Mods *Version 6* UPDATED 11-23-09
You know, it's a significant difference between a railgun and a particle gun.
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Tue Nov 24, 2009 6:24 pm |
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Metal Meltdown
Banned
Joined: Thu May 14, 2009 9:22 pm Posts: 826 Location: Lookin' forward to mocking people on Jan 1st 2013.
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Re: Whitty's Wonderful Mods *Version 6* UPDATED 11-23-09
There was, in fact, a 5-page long discussion on those things alone. The railguns, I mean.
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Tue Nov 24, 2009 6:27 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 6* UPDATED 11-23-09
Well I call it a railgun, so meh.
What about the other stuff? Or have any ideas?
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Tue Nov 24, 2009 6:56 pm |
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fylth
Joined: Sun Jan 18, 2009 12:24 pm Posts: 96
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Re: Whitty's Wonderful Mods *Version 6* UPDATED 11-23-09
A gun that fires a micro robot that after 5 seconds of being embedded in an enemy makes them explode, and causing more micro robots to be fired in every direction (which do the same thing). Could be fun
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Tue Nov 24, 2009 10:31 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Whitty's Wonderful Mods *Version 6* UPDATED 11-23-09
Have the micro robots affect each other.
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Tue Nov 24, 2009 10:36 pm |
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