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 =Alteisen Arsenal Labs 3rd= ))AAL Product 
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
DSMK2 wrote:
Fun to play with now, balanced while yet feeling strong, nice sounds too!

HE'S ALIVE!
Is DSTech ever going to be updated? Or do I have to watch and weeps as it sinks into first the second, then the third page, and vanishes into the dusts of history?


Wed Apr 08, 2009 3:18 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
AAARRRG
I've never had a problem with file front until now.......[insert sad face here]


Sun Apr 12, 2009 8:14 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Hey folks,

I'm trying to remove the AAL as a CPU controlled force. I'm just not sure as to what line to add slashes to in the activities file? Every line I add or remove slashes to causes an error and I can't start up the game! I assume its the activities file in the AAL.rte folder and not the Missions.rte? Cheers!

Also I'm new here! so hi everyone =D


Mon Apr 13, 2009 6:13 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Go to AAL.rte.
Then go to Index.ini. If asked what to open it up in open it in notebook or textedit.
Go to the very bottom and look for a line that reads
Code:
[tab]IncludeFile = AAL.rte/Activities.ini

Put a // before it so it looks like this
Code:
//[tab]IncludeFile = AAL.rte/Activities.ini

You're welcome.


Mon Apr 13, 2009 6:16 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Why does the rail cannon not have the same zoom range as the sniper rifle? It's essentially a super high energy(kinetic) sniper rifle.

Other than that awesome mod.

(I think the reload animations are broke, they replay rapidly and are faded)


Tue Apr 14, 2009 11:05 am
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Many Thanks Bladecat!

Standard enemies don't seem to hold up too well against the AAL might though!!!


Tue Apr 14, 2009 12:27 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
HandOfCode wrote:
Why does the rail cannon not have the same zoom range as the sniper rifle? It's essentially a super high energy(kinetic) sniper rifle.

Other than that awesome mod.

(I think the reload animations are broke, they replay rapidly and are faded)


The rail cannon was designed as a "portable cannon" capable of penetrating multiple layers of concrete. With this, a player could easily reach the enemy brain with a couple of concentrated shots and win if he had the zoom youre asking for.
Just a balancing thing.

The reload animations are hardcoded in the game, you cant even mod those.

Thanks for the compliments! :)


Tue Apr 14, 2009 1:50 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Give me a solid answer please:
ARE you gonna release the ypsilon cannon again?


Tue Apr 14, 2009 6:19 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Data says that when you are reloading the hand goes to the holster offset defined in the Actor code.

Could be it does that weird spinning thing if it can't find it?


Tue Apr 14, 2009 7:40 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Well damn. I always wondered what that offset was for.

Thanks Capn, maybe this might fix it...


Tue Apr 14, 2009 8:27 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Hmmm but I can't zoom through terrain (also I do see how that could be a problem with bases that are above ground level).

The other oddity I encountered is that as an MPAM I can shoot my self to death with most weapons by shooting at my feet :D (although thankfully the energy blade doesn't do this :) )

Someone mentioned the STD is unbalanced but I think the insane reload time makes it a "sink or swim" weapon. If you don't manage to kill everything on screen you're probably going to get killed by whatever is leftover :)

The X Drill is insanely fun :) ramming into drop-ships with it produces a very uncontrollable MPAM :D spins out of control slamming into and killing other things.

Edit:*dead/death


Last edited by HandOfCode on Thu Apr 16, 2009 7:34 am, edited 1 time in total.



Tue Apr 14, 2009 11:31 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
HandOfCode wrote:
Hmmm but I can't zoom through terrain (also I do see how that could be a problem with bases that are above ground level).

Last time I checked, Sniper Rifles aren't equipted with X-ray scopes (but maybe heat-vision).

HandOfCode wrote:
The other oddity I encountered is that as an MPAM I can shoot my self to dead with most weapons by shooting at my feet

Most of the MPAM's weapons are explosive, right? Shoot a rocket launcher at your feet, see what happans.


Tue Apr 14, 2009 11:41 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I'm talking the energy weapons and the rail-gun, not explosives, wouldn't complain about explosives as that's what they do.

One "oh ♥♥♥♥" mistake I made on the first AAL map was ordering a MPAM inside of a harvester by accident. The harvester went right through my base out the bottom of the map and I was unable to scuttle it for some reason.


Tue Apr 14, 2009 11:53 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The shooting yourself thing can be fixed by changing one number, though I'm no modder so I forgot which.

The STD...Well, I discard it after firing it, wastes my precious demo time for reloading the damn thing.


Wed Apr 15, 2009 1:47 pm
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Post Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The Decaying Soldat wrote:
The shooting yourself thing can be fixed by changing one number, though I'm no modder so I forgot which.


Wont work with the railcannon. It functions by firing an emitter that instantly fires all the particles and effects because its the only method of making a weapon fire more than one different particles at once. And due to the function, the emitter is a free object and not a child-object of the gun like a normal bullet so you cant control wether it will damage the parent or not. Thats the logic with normal bullets.


Wed Apr 15, 2009 1:56 pm
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