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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: dxp's ModDump|Feature:[AegisDS Update]LastUpdated:4/24/2010
The dropship lacks depth. It appears very flat still.
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Sun Apr 25, 2010 3:57 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: dxp's ModDump|Feature:[AegisDS Update]LastUpdated:4/24/2010
It's about 10x better now, though. It is a very pretty, flat as it is.
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Sun Apr 25, 2010 4:09 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[AegisDS Update]LastUpdated:4/24/2010
Feel free to give it a shot. [the sprite] Also: i might morph the bunker module a bit so that it can be a mini base, only if people want it though.
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Sun Apr 25, 2010 7:15 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
Update: Ronincannon.rte - Shoots Dafred - Includes 3 versions. - Shotgun, Auto, Haxx.
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Sat May 01, 2010 3:53 am |
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Fredrick
Joined: Tue Aug 21, 2007 12:51 am Posts: 128 Location: Raleigh, North Carolina, USA
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
Since when does Dafred wear a helmet?
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Sun May 02, 2010 4:22 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
Fredrick wrote: Since when does Dafred wear a helmet? Can be activated from Ronin.rte in his actor.ini. [imo, hes cooler with it, especially when he get's launched out of a cannon] Also, as hyper stated, it shouldn't be this fun to smash dafred into himself.
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Sun May 02, 2010 4:46 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
There truly is a delicious pleasure in eliminating any surviving Dafreds by firing more Dafreds at them.
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Sun May 02, 2010 4:52 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
Since it was needed for EXTRA CRUSHING POWER!
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Sun May 02, 2010 4:56 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
They also work as good bullet blockers.
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Sun May 02, 2010 7:39 am |
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ajlw
Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
'scuse me.
Is it normal that the Robot emerging from the escape pod is always on team Rogue?
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Mon May 03, 2010 12:26 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
ajlw wrote: 'scuse me.
Is it normal that the Robot emerging from the escape pod is always on team Rogue? No, for me it's on my team, i must know if anyone else is having this problem.
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Mon May 03, 2010 2:30 am |
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ajlw
Joined: Mon Mar 15, 2010 11:46 pm Posts: 67
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
Tested it again, seems to work now, no idea what changed it.
Guess I'll find out soon enough.
Edit: *Facepalm* Ah, yes, ofcourse, I changed the robot 1 for one of my own creations, and logically it has to have team set to 0 >.>; else it won't spawn on your side will it? x3
Edit 2: Any chance the escape pod could go a bit slower? It's kinda WOOOSH *vanishes off of the face of the earth* ...
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Mon May 03, 2010 12:21 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: dxp's ModDump|Feature:[Dafred Cannon]LastUpdated:4/24/2010
It only flies away if the explosion collides with it, in my own experience it seems to just fall to the ground.
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Mon May 03, 2010 11:09 pm |
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