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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Sun May 18, 2008 5:02 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I've been asking for a while how to to change the enemy drop off units in skirmish mode (I didn't make a whole topic because I thought it would be a waste of space) so could anyone tell me how? :???:


Wed Jun 25, 2008 11:07 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Please, don't post in the wrong topic. All you have to do is go into base.rte and use your head, but I won't tell you more until you actually create a topic asking this question in the correct forum.


Wed Jun 25, 2008 11:53 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Or you can just answer him and save him the trouble. I mean it's a bit of a waste of a post to just give a half-ass mystery answer and tell him to make a new topic for a question that's been asked so many times the answer should be provided at first sign-in.

There's a wiki article on it so if my quick explanation doesn't work go there.

1. Go to the Base.rte's Index.ini and comment out (add // in front of) the line that reads:
Code:
IncludeFile = Base.rte/Activities.ini

2. Copy the Base.rte's Activities.ini and put it in the folder of what you want to use as enemies, I'll guess it's the DarKlones.

3. Add a line in the folder's Index.ini to include the Activities.ini you pasted into the folder. Add it at the end of the Index.ini.

4. Change the Activities.ini. It's pretty straightforward, change stuff like "Soldier Light" to "WhateverthecorrectDarKlonenameis" and "SMG" to "WhatevertheDarKlonegunsarenamed" and you'll be just dandy.

Or you could load the mods in the Base.rte and alter its Activities blah blah blah you probably just want to fight against the DarKlones ignore this sentence it's here in case anyone tries to correct me that this isn't the only way. Send me a message if you need a bit of help.


Oh, Darlos, your RPG kicks ass and there needs to be a rocket turret.


Thu Jun 26, 2008 6:43 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Control wrote:
Oh, Darlos, your RPG kicks ass and there needs to be a rocket turret.

Oh yeah, thanks for reminding me.

In other news, I do need to make the dropship body bigger. But, at least I'm getting somewhere.


Thu Jun 26, 2008 12:50 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
And at the same time as EA's production staff.
Very creepy, but very good at the same time.

Body will remain the same shape?


Thu Jun 26, 2008 1:20 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Thank you Control, now I can fight enemies that can actually kill me. :)


Thu Jun 26, 2008 3:48 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Spoot Knight wrote:
And at the same time as EA's production staff.
Very creepy, but very good at the same time.

Body will remain the same shape?

What's this about EA?

Also, yeah, the body will remain mostly the same. Actually, I'll probably only enlarge the central body, not the "wings." With the rotors added, the wingspan seems a bit too big for the current body, so it should look fine on a bigger body.

It is cool, though, to be able to just spawn a bunch of these things in mid-air and watch them NOT destroy each other. Even if they bump, they just wiggle around a bit.

Also, I'm working on making it so the dropship gibs into an explosion similar to those of the rocket launcher and grenade launcher. It'll just be bigger and fancier. Plus, once it goes away, there will be no debris left. Should be interesting. And less time consuming since I won't have to spend hours making gibs.

Its great when making something cool and efficient actually lets you be lazier.


Thu Jun 26, 2008 5:42 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
That's actually cool.
Will the explosion have killing capability?


Thu Jun 26, 2008 5:44 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Guys, I made an activities here.
viewtopic.php?f=61&t=11333&st=0&sk=t&sd=a&start=315


Thu Jun 26, 2008 7:06 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
want me to make gifs for this ill make gifs of all the actors and there guns and the bombs and the ships wow that is going to be alot of gifs but w.e. do you want me to make them?


Thu Jun 26, 2008 8:36 pm
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Roy-G-Biv wrote:
That's actually cool.
Will the explosion have killing capability?

Yeah, probably nothing worse than what the regular dropships can do. It'll probably be a large blunt force, instead of sharp shrapnel. Its just that a bunch of junk won't get left behind.

shelleyerest2000 wrote:
want me to make gifs for this ill make gifs of all the actors and there guns and the bombs and the ships wow that is going to be alot of gifs but w.e. do you want me to make them?

Oh... god. Just... no.

Also...

GENTLEMEN, BEHOLD:
Image


Fri Jun 27, 2008 2:07 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I'd suggest rounding out the lower doodads, just slightly though


Fri Jun 27, 2008 2:09 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
I think it needs more shading in some places, but overall it looks like a mighty fine dropship. Class job! :grin:


Fri Jun 27, 2008 2:13 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Brainwashed wrote:
I think it needs more shading in some places, but overall it looks like a mighty fine dropship. Class job! :grin:


That and rounding it out a little bit.


really in dire need of shading, it looks amateur tbh...

but i assume you're totally gonna do that, cause everything else you've made is really pretty.


Fri Jun 27, 2008 2:29 am
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Post Re: DarkStorm Military Technologies - Updated 6/8/08
Yeah, I'm digging the shading on the tubes and other doodads on the side, but the front looks a little bland. With that many panels (I'm assuming the areas designated by the lines are separate panels), there's bound to be angles somewhere and a need for some shading to indicate this.


Fri Jun 27, 2008 2:34 am
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