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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
BigBomb wrote:
Spoot Knight wrote:
DarkStorm is going to use a recoil system as well. What's the problem with that?
If a unit can't even hold a weapon without losing all of their jetpack ability they probably shouldn't bother firing it either.
Some of AAL's weapons actually did that unintentionally. Try firing an AAL superweapon with a Coalition Light and *Splort* they're meat splattered across the landscape.

Equip how? Switching their weapons around? They don't gib. If you're trying to make it pick up weapons, then why? They're already armed.


If you turn the mech's weapons into buyables they end up gibbing as you equip them.
You don't die, they just unequip and explode.


Why the hell would you turn them into buyables when they were only meant to be used on the mech?


Sat Sep 03, 2011 3:42 pm
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Data Realms Elite
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
So you can use them on another soldier?


Sat Sep 03, 2011 10:03 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Wow! This is fantastic. The realistic recoil is much better than regular bullet spray, the sprites are good, and everything is well rounded (everything is a bit OP, but that's the idea behind S.A.W. No complaints). Multi tool is very handy, and the little things about theunit-specific weapons like the THOR, how smaller guys can't shoot them, and will drop them if the AI controls them. Very good work.


Sat Sep 03, 2011 10:38 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Jomn wrote:
Why the hell would you turn them into buyables

It's people like you that force me to over-exaggerate.

First, I would like to use these weapons and not have to pay 6500 gold to use them on a mech with a Shield that does nothing but reduce framerate for me.
Second, I'm going to punch you. Prepare yourself ruffian for the hurt of a lifetime.


Sun Sep 04, 2011 3:12 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
The shield does a lot more than just reduce framerate (And actually the shields were optimized from previous versions to fix this).


Sun Sep 04, 2011 3:42 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
If you want to turn off the shield for the mech just go into SAW.rte/Actors/Mech/Bipedal.lua, go to line 60, make self.shieldpower = 0, same thing with the other shields, just on a different line, you'll have to find it yourself.

BigBomb wrote:
Also, actor limit to holding weapons?


Lets see you hold the equivalent of 2 Barrett M82's, Fire them and not have them mangle your hands from the amount of recoil you receive.

BigBomb wrote:
Also don't make The Bipedals gib when you have them equip.


Why? Their purpose is to serve as the Mech's primary weaponry, not for you to go berserk with a 20 ton Mass Rifle in the hands of a Coalition light.

This mod isn't your 'Unrealistic overpowered madness' faction, but more of an Elite force from tomorrow type of thing. Realism is obviously a factor that will be present. You ask me to make the weapons equipable when you could easily just lower the price of the mech and simply buy it and use the weapons on there.

The price to me seems appropriate, trying to actually kill something with the mech and you will succeed, no doubt. Even just leaving it to the AI and it wouldn't (Or at least it shouldn't) have trouble with anything getting in it's way, ESPECIALLY with the new AI in B25. If you're having issues with the price then like Asklar said, Money Cheats or just go into the bipedal's ini and change the price to something more comfortable for yourself. Killing this thing on the other hand, good luck, even if you're trying to take it down. Try the mission, tell me it's not as hard as, maybe even harder, than Weegee's missions.

The Mac version will be up as soon as I get these sounds transferred right. Just hang tight for that.

EDIT: Also how are people liking the new KME effects for the weapons? I spent a good hour or so trying to the get length and speed right for them.


Sun Sep 04, 2011 5:16 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Coop, I'm not trying to start a full fledge realism war here, but it's pretty ♥♥♥♥ unrealistic when you can't let a soldier hold a weapon they want to kill someone with.

Also, I don't think it was very smart of you to limit weapons to the Heavy Solider.
Maybe one or two, but not the BAP, man. Not my ♥♥♥♥ BAP. Maybe it's just me I guess.
But, I'll still stand besides this mod as one of the greats.

Edit: The mech's vert missiles homing system needs to be fixed. I just fired one off and watched it fly left and right for about thirty seconds.


Sun Sep 04, 2011 7:20 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
The most I will do is make it say the message but you also fire the weapon as well as take 10 damage and disarm yourself.

Also the Commander can fire all the weapons as well, just affected by recoil more.

Other than that, Too bad. I'm not going out of my way with this mod just so you can enjoy something I didn't want to put in. If you want it so badly like that then learn some lua and figure it out for yourself.


Sun Sep 04, 2011 8:43 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
I'd have to agree with big bomb, I'd rather it fires one or more shots and tore off my arms, using what supply of grenades i have on me to turn me into a walking bomb afterwards.

After all, meat puppets are replaceable.


Sun Sep 04, 2011 2:39 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Coops9753 wrote:
The most I will do is make it say the message but you also fire the weapon as well as take 10 damage and disarm yourself.


Really?? Oh, that'd be so cool! And you have to make it shoot almost in a random direction!
Do it please!


Sun Sep 04, 2011 9:35 pm
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
BigBomb wrote:
unrealistic when you can't let a soldier hold a weapon they want to kill someone with.


So, you would somehow let a soldier hold AND somehow fire a tanks cannon?


Mon Sep 05, 2011 12:29 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
unwoundpath wrote:
So, you would somehow let a soldier hold AND somehow fire a tanks cannon?

Yes. I would. It makes the experience more enjoyable and more worthwhile to be played.


Mon Sep 05, 2011 12:46 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
In other news:

The multi-tool is awesome ♥♥♥♥.
I can really go and raid a base using only that thing! It works as a digger, a weapon, a healing thing, it can attract stuff!

I love it.


Mon Sep 05, 2011 12:53 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
BigBomb wrote:
it's pretty ♥♥♥♥♥♥♥ unrealistic when you can't let a soldier hold a weapon they want to kill someone with.

Because it's totally possible for just anyone to pick up an M2HB .50 caliber machine gun with a 50-round belt feeding into it, and fire while standing it like it's nobody's buisness.

Oh wait. They can't.

Either they can't fire them because they're not strong enough to handle the recoil or they brutally massacre their own body on the first shot. What would you prefer? Wasting your units getting them killed or using the right person?


Mon Sep 05, 2011 1:54 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0
Giving a Zombie a THOR is like this multiplied by 50

Even the Dummy fires off the S-88 like a housewife defending her kids.

Like I said though, I'm not going to do this just for your pleasure. Do it yourself (Meaning you, BigBomb).

EDIT: Also, playing around in this for the efficiency of testing speed.

Code:
Health = 100   -- Initial Health
MassA = 40   -- Skeleton Mass
MassB = 145    -- Coalition Heavy
Recoil = 1.45   -- BAP-9 Recoil Modifier

AlgoA = (Recoil)/(MassA/(Recoil*50))*50
AlgoB = (Recoil)/(MassB/(Recoil*50))*50

print(Health - AlgoA) -- -31.40625   Skeleton goes *Poof*
print(Health - AlgoB) -- 63.75   Major arm muscle bruising


Last edited by Coops on Mon Sep 05, 2011 3:26 am, edited 2 times in total.



Mon Sep 05, 2011 3:02 am
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