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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Crobotech Mod Beta 2
Oh, you must be missing something here.
See, when you asked "how do you make the shotgun bullets spread out like that?" I, along with others, assumed that you meant spread VERTICALLY, as in because of ParticleSpreadRange.
It's interesting that you even asked the question, since you suddenly seem to know SO MUCH about this!
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Sat May 31, 2008 6:43 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Crobotech Mod Beta 2
Grif wrote: Oh, you must be missing something here.
See, when you asked "how do you make the shotgun bullets spread out like that?" I, along with others, assumed that you meant spread VERTICALLY, as in because of ParticleSpreadRange.
It's interesting that you even asked the question, since you suddenly seem to know SO MUCH about this! Because after being here so long I must not know how to make it vertically spread, and I'd ask bubs how to do so when his shotgun is the only shotgun i've seen with horizontal spread. I know alot about what I know in the first place, so why wouldn't i know something about particlespreadrange
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Sat May 31, 2008 6:46 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: Crobotech Mod Beta 2
I set the shotgun's separation to "50" (It was originally 5)This is what I got: Of which I believe is exactly what Neoseeker was referring to
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Sat May 31, 2008 6:54 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: Crobotech Mod Beta 2
No_0ne wrote: I set the shotgun's separation to "50" (It was originally 5)This is what I got: Of which I believe is exactly what Neoseeker was referring to It looks so much better the way bubs did it than the way data did it. \/ He's mine to love >: (
Last edited by NeoSeeker on Sat May 31, 2008 7:23 pm, edited 1 time in total.
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Sat May 31, 2008 7:03 pm |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: Crobotech Mod Beta 2
NeoSeeker wrote: It looks so much better the way bubs did it than the way data did it.
I agree, wholeheartedly. I think Data should use some of the things capnbubs has done, smoking shells, fire, etc. It's beautiful Capnbubs, I love you.
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Sat May 31, 2008 7:18 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
from what I can tell the separation changes how horizontally spread out the rounds are. I would guess that the exact thing it changes is the distance in front of the barrel of the gun that the rounds can be spawned, which is why when set to very very high amounts you can create weapons that appear to fire through walls.
I love you too data realms fan forums <3
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Sat May 31, 2008 10:15 pm |
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J23
Joined: Sat Sep 22, 2007 7:28 pm Posts: 298 Location: Right here.
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Re: Crobotech Mod Beta 2
capnbubs wrote: I love you too data realms fan forums <3
AWWWW!!!! GROUP HUG!!!
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Sat May 31, 2008 10:25 pm |
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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: Crobotech Mod Beta 2
Hey, fellas.
Of course, mad props to the Crobos, but we all have been through that topic.
One thing, though; how might I make my activities.ini file have the original CRobos spawn as enemies in Skirmish? I'd love to have it so that they drop in via CRoboRocket and come after my brain.
The scenario I want to do is some sort of armada that has the best, newest technology(thus, the newer Crobos), versus a faction that only has the previous models.
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Sat May 31, 2008 10:37 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Crobotech Mod Beta 2
All I can say is, thanks for the Shotgun tip =3
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Sat May 31, 2008 10:38 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Fredrick wrote: how might I make my activities.ini file have the original CRobos spawn as enemies in Skirmish? I'd love to have it so that they drop in via CRoboRocket and come after my brain. You gotta have the original crobos.
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Sat May 31, 2008 10:42 pm |
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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: Crobotech Mod Beta 2
I do.
I don't have any idea of what I should do to make them spawn as enemies.
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Sat May 31, 2008 10:49 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Fredrick wrote: I do. I don't have any idea of what I should do to make them spawn as enemies. http://datarealms.com/wiki/index.php/Ac ... ni_EditingIt's a bit hard to understand at first.
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Sat May 31, 2008 10:56 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Crobotech Mod Beta 2
Tell me about it 0.0 (Id love to see a Crobo Flamethrower)
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Sat May 31, 2008 11:07 pm |
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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: Crobotech Mod Beta 2
Okay, I'm a tiny bit confused here.
I've copied CRobo.rte's Index.ini includefiles into the end of Base.rte's includefiles--and then I should put them before all other text in Base.rte's Activities.ini?
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Sat May 31, 2008 11:17 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Fredrick wrote: Okay, I'm a tiny bit confused here.
I've copied CRobo.rte's Index.ini includefiles into the end of Base.rte's includefiles--and then I should put them before all other text in Base.rte's Activities.ini? Place IncludeFiles before Activities.ini Always.
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Mon Jun 02, 2008 8:42 pm |
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