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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2
Hmm, the weapons sound pretty simple and effective but I must say he lacks a giant rifle cannon for long range targets. If you want I can sprite one for you. Or do the outlines atleast (I just love these kind of weapons) : 3
As for the ammunition, it could be a really hard grenade that has a timer. Basically the mass and size of the grenade are though enough to smash any infantry into mush. The grenade will NOT explode on impact. Instead, it will work like a 2 stage weapon, first the grenade smacks the crap out of the target and lands nearby. Then after a few seconds the grenade explodes and creates a cool "marsdust" area-denial emitter that sends out powerful impulse rings of mass that fling away and/or murder any unfortunate soul that had been there.
The gun wound look like a giant, thick rifle-like cannon with a stock. With a built-in one-sided scope that sends the image to the robot's head directly.
EDIT: Im not too impressed with the warroom module that spawns the KMF commander. Atleast make it alligned with the corridor modules and add some white to it and a cool screen for the background by copying one of those used in the tutorial.
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Mon Nov 17, 2008 12:24 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2
numgun wrote: Hmm, the weapons sound pretty simple and effective but I must say he lacks a giant rifle cannon for long range targets. If you want I can sprite one for you. Or do the outlines atleast (I just love these kind of weapons) : 3
As for the ammunition, it could be a really hard grenade that has a timer. Basically the mass and size of the grenade are though enough to smash any infantry into mush. The grenade will NOT explode on impact. Instead, it will work like a 2 stage weapon, first the grenade smacks the crap out of the target and lands nearby. Then after a few seconds the grenade explodes and creates a cool "marsdust" area-denial emitter that sends out powerful impulse rings of mass that fling away and/or murder any unfortunate soul that had been there.
The gun wound look like a giant, thick rifle-like cannon with a stock. With a built-in one-sided scope that sends the image to the robot's head directly.
EDIT: Im not too impressed with the warroom module that spawns the KMF commander. Atleast make it alligned with the corridor modules and add some white to it and a cool screen for the background by copying one of those used in the tutorial. Alright. Funnily enough, the Hand cannon worked just like you described(minus the marsdust emission), until I decided that I wanted it more effective against craft so I set a low impulse level. I could always change it back however. I wasn't really trying on the Bunker module, only a place holder really. EDIT: This better? I still want it to be able to blend in with the standard bunker modules.
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Mon Nov 17, 2008 11:43 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2
No, that module is old and its not with the same alligningment like the other more newer modules. This is what I ment. The war room should be much more transformable and usable in different ways than that old brain bunker module. With this, you can block/use any exits you want and it will look WAY more better in the base. I used the Hub B module's BG as a template so you can fetch the rest from base.rte. Something that I dont have time to do right now, is making the foreground of this hub white color. Particulary the grey concrete areas. By making the concrete be in white color (like most of the units in this faction), it would still be with the CC's style but also stand out as if its an important area in the base or something (which in this case, it is.) Do note, dont just fill the concrete areas with white color so its just flat, but change the grey to white by color manipulation means in photoshop or whatever youre using while keeping the "concrete material" appeal. So it would look like white concrete.
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Wed Nov 19, 2008 10:36 pm |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2
New actor: Grenadier. His ocular implant allows him to gauge distances better at the cost of a facial covering. He carries a mortar.
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Fri Nov 21, 2008 11:51 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: [B22] Kloveska Military Force v2
There's no real way to make him aim better then anyone else though.
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Fri Nov 21, 2008 11:55 pm |
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Jox =3
Joined: Wed Oct 03, 2007 10:45 pm Posts: 545 Location: Underground... >_> ... <_< ... lurking ...
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Re: [B22] Kloveska Military Force v2
No_One!!! Long time no see. I'll re-dl this mod. The fact that all the actors bleed a lot more than normal
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Sat Nov 22, 2008 12:26 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2
Looks pretty perfect. How does he perform in action? Is his main goal taking out targets by firing in arcs?
Btw nice helmet.
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Sat Nov 22, 2008 1:49 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: [B22] Kloveska Military Force v2
Also, do you plan on redesigning the explosives to make them seem more like the Base's explosions now?
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Sat Nov 22, 2008 2:55 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2
Roy-G-Biv wrote: Also, do you plan on redesigning the explosives to make them seem more like the Base's explosions now? Already have. Along with some significant accuracy buffing on some of the weapons. I've revisited almost every actor and weapon in the pack, tweaking and testing. numgun wrote: Looks pretty perfect. How does he perform in action? Is his main goal taking out targets by firing in arcs?
Btw nice helmet. It's the same one the soldier uses.
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Sat Nov 22, 2008 3:18 am |
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No_0ne
Joined: Wed Feb 14, 2007 5:37 am Posts: 350
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Re: [B22] Kloveska Military Force v2
Mortar in action: Very fun to use.
Last edited by No_0ne on Sat Nov 22, 2008 9:30 pm, edited 1 time in total.
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Sat Nov 22, 2008 5:26 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [B22] Kloveska Military Force v2
That looks cool as man, well done!
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Sat Nov 22, 2008 6:41 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: [B22] Kloveska Military Force v2
Nice, except trying to actually hit something with an angle like that and a small explosion is going to be pretty hard. Can he atleast fire those 4 shots rapidly though? it would make it much more efficient. Just throw in a ridiculously long reload and it should be fine. But still, it looks fun.
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Sat Nov 22, 2008 10:30 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: [B22] Kloveska Military Force v2
numgun wrote: Nice, except trying to actually hit something with an angle like that and a small explosion is going to be pretty hard. Can he atleast fire those 4 shots rapidly though? it would make it much more efficient. Just throw in a ridiculously long reload and it should be fine. But still, it looks fun. Perhaps if it was airburst? ie: when you fire at a high angle, its fuse makes it detonate above ground. Either that or it could be a cluster bomb.
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Sat Nov 22, 2008 10:49 am |
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Zatharon
Joined: Fri Jan 19, 2007 3:27 am Posts: 5
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Re: [B22] Kloveska Military Force v2
Whenever I tray and load up the game with B22, I get this
Abortion in file .\system\contentfile.cpp, line 549, because: Failed to load datafile object with following path and name base.rte/devices/null
Know the cause of the problem?
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Sat Nov 22, 2008 4:57 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: [B22] Kloveska Military Force v2
Yeh, it happens a lot, go into base.rte, you should see a bitmap called Null.bmp, copy it and paste it in the devices folder in base.rte
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Sat Nov 22, 2008 5:18 pm |
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