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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: DSTech Corp (UPDATED: 6/30/08)
Didn't drop.io delete your files, and replace it with goatse or something?
And that looks an amazing fortress.
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Mon Aug 18, 2008 8:43 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 6/30/08)
TrouserDemon wrote: Didn't drop.io delete your files, and replace it with goatse or something?
Quote: drop.io is just awesome. Make sure you check it to view only when uploading there or anyone will be able to modify that upload. Dont make me quote myself ever again.
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Mon Aug 18, 2008 8:58 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: DSTech Corp (UPDATED: 6/30/08)
Sexy base modules! I'll be looking forward to those greatly. Turrets look pretty killer, too.
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Mon Aug 18, 2008 9:54 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: DSTech Corp (UPDATED: 6/30/08)
TrouserDemon wrote: Didn't drop.io delete your files, and replace it with goatse or something? And that looks an amazing fortress. I hate meatspin. Woot, Castle modules, DSTech style!
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Tue Aug 19, 2008 12:41 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
Bah I need a bit of help on this, how do I get a childobject (an actor) to fit into a slot (bunkermodule) perfectly?
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Tue Aug 19, 2008 5:13 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: DSTech Corp (UPDATED: 6/30/08)
DSMK2 wrote: Bah I need a bit of help on this, how do I get a childobject (an actor) to fit into a slot (bunkermodule) perfectly? Depends on what you need specifically, but it's really just fiddling with offsets. Take a look at the Spear in my Trickster pack (not plugging, just had to deal with similar stuff on mine) if that'll help. The word slot makes me think it's a turret or something, so my example may help somewhat.
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Tue Aug 19, 2008 5:36 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 6/30/08)
Hm, the problem I keep on facing is... For example: Code: ParentOffset = Vector X = 0 Y = 19 Puts the actor above the slot Code: ParentOffset = Vector X = 0 Y = 20 Puts the actor very far under the slot
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Tue Aug 19, 2008 5:57 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DSTech Corp (UPDATED: 6/30/08)
Maybe the slot isn't big enough. What are you trying to do anyway?
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Tue Aug 19, 2008 6:17 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: DSTech Corp (UPDATED: 6/30/08)
I think CJ has the right idea. Or you need to fiddle with the x values as well.
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Tue Aug 19, 2008 9:15 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 6/30/08)
CandleJack wrote: Maybe the slot isn't big enough. What are you trying to do anyway? If its a bunker piece youre trying to attach a turret or something, you need to locate the exact offset, you can test to see by going ingame and having the turret set to be high above it. From there you can easily start going little by little down until you are sure you found the offset that will allign with the module. I had the same problems with my gigantic novastar, but instead of using this method, I made the module more open so it wouldnt matter vertically much where I place the turret. Rest is like the method I described above.
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Tue Aug 19, 2008 11:53 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 8/23/08)
Bump for update!
Added too many things, need to re-document them all! 1) Bunker Modules 2) Small Dropship 3) Some Weapons 4) More balancing
And a hell lot of stuff is still unrefined(?).
Time to work on more things before my college starts...
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Sat Aug 23, 2008 10:46 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: DSTech Corp (UPDATED: 8/23/08)
Oh yeah baby, to the test labs!
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Sat Aug 23, 2008 11:53 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: DSTech Corp (UPDATED: 8/23/08)
I am a big fan that your bunker modules are large and are interchangeable with the EHQ modules. However, did you really mean for your walls to be so massive? Seems like they'd be more useful at 1/2 to 1/4th their size.
Other thing: do you mind if I include your new modules with the next BMCP release?
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Sun Aug 24, 2008 12:45 am |
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ToonyMan
Joined: Thu Sep 14, 2006 10:44 pm Posts: 488 Location: bay12forums.com
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Re: DSTech Corp (UPDATED: 8/23/08)
Your mods awesome, can't wait to try out your newest update!
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Sun Aug 24, 2008 12:53 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: DSTech Corp (UPDATED: 8/23/08)
Crashes on load, cannot find Data Module.
Maybe because there's no index.ini?
Edit: I redownloaded and it's a different file.
I guess I caught it before you updated or some ♥♥♥♥.
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Sun Aug 24, 2008 1:17 am |
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