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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Propiety of Cavecricket or Gotcha, ask to one of them before to use or modify.


Attachments:
File comment: Just attach this script to stuff!
Needle.rar [1.39 KiB]
Downloaded 139 times
Wed Nov 23, 2011 8:14 am
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Post Re: Warhammer 40K Compilation [R3.6 Out!]
Again, no dice - that's fired from a gun.

I figured out how to pull it off though, so no worries. The main grenade has an extremely low GibImpulseLimit and breaks into a visually identical 'sticky' component when it hits a hard surface or another actor. The sticky component has a script (based on the Base.rte Sticky.lua) that makes it adhere to any actors within 25px of itself on creation, and either way it gibs after 2500 SimMS... usually right inside or against the actor it stuck to. Very dangerous.

Ed: Here's a look at the new rockets, scaled up to twice their usual width/height;

Image

~~

And we're out! Download link! R4 Changelist;
×× Fixed filepath errors that made offhand laspistols, hellpistols and offhand hellpistols make Mac CC crash.
×× Hand Flamers and Inferno Pistols! Use with a shield; perfect for clearing out bunkers. Tiny fuel cells though!
×× Plasma Cannon. 750oz, very accurate; fast projectiles; incredibly powerful. Do not fire at close range; pack a backup weapon!
×× Flipped SharpShake/Shake values for plasma weapons. They should be more accurate whilst standing and aiming and less accurate when firing on the move, rather than vice versa.
×× New and nice Assault Pack sounds, instead of boring ol' CC jetpack noises. Loud spinup/down sounds, quiet loop.
×× Tweaked hellgun/hellpistol visual effects to make them slightly more distinct from normal lasguns, enabled full-auto triggers for the laspistols and lasgun.
×× New Drop Pod gib sound, no more weird breakup noise.
×× Tweaked flamer firing sound behaviour to loop, same as the original sound files were intended. Sounds much nicer.
×× Replaced Storm Bolter firing sound with the one from the Land Speeder's pintle mount, sounds much better.
×× Fixed Storm Shield prices to better reflect their awesome defensive power.
×× Fixed up the Frag Grenade (5oz) and Meltabomb (10oz). The Meltabomb is a stronger and slightly heavier version of the frag, and makes fire like a Coalition Incendiary Grenade.
×× Sticky Plasma Grenades, now available for 25oz! These heavy, high-power grenades adhere to any actor or door they strike and won't stick to their user unless you're really really stupid with them. When the grenade's timer runs out, it unleashes a powerful blast of plasma, easily pulverizing most enemies!
×× Grenades use the No Bounce version of Military Stuff; no more rubber-coated grenades. They can still 'skip' a bit on concrete floors and such, but there's no risk of them bouncing back in your face like a demonic bouncy ball that wants to give you an explosive hug.
×× Toned down the Bolt Pistol firing sounds to better match the other bolters.
×× Imperium GL can now fire bouncy grenades for clearing bunkers.
×× Reduced plasma pistol/rifle rate of fire (120rpm for pistol, 75rpm for rifle, 30rpm for cannon). No more semi-auto fire; these things are unstable and overheat!
×× New rocket/missile sprites, based off the designs in the Deathwatch Core Book shown next to the Soundstrike Launcher.
×× Buffed the Krak Rocket to have the same 'shaped blast' effect as the Frag Rocket, the only major difference now should be proxy vs non-proxy triggers and flightpath/speed/weight.
×× New explosion sounds for the frag grenade.

Just shy of 500 total recompilation downloads.


Thu Nov 24, 2011 2:53 pm
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
LordVonKain wrote:
deepstrike is a portal which people walk out of, at least that how it was written like in the noval's in games it just a quick teleport.

No it's not. Deep strike is a way troops can arrive into battle. By drop pod, jump packs, grav-chutes or Terminator teleportation.


Sat Nov 26, 2011 11:30 pm
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Post Re: Warhammer 40K Compilation [R3.5 Out!]
joost1120 wrote:
LordVonKain wrote:
deepstrike is a portal which people walk out of, at least that how it was written like in the noval's in games it just a quick teleport.

No it's not. Deep strike is a way troops can arrive into battle. By drop pod, jump packs, grav-chutes or Terminator teleportation.

Game = Dawn of war , Rite of war , chaos gate etc.
Deepstrike is the term used for Termie's Teleporting or ship to Surface teleporting.. fluff wise.
tabletopwise it just anything that can be spawned in a battle at any time


Sun Nov 27, 2011 1:34 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
Specifics are not important, and I'd rather we not have any more arguments about the codexes and canon/fluff at this point, okay guys?

Good? Good.

As for future updates; I don't have any plans right now. I guess things are on hold for a bit.


Sun Nov 27, 2011 4:48 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
Arcalane wrote:
As for future updates; I don't have any plans right now. I guess things are on hold for a bit.

How about get your hands dirty and script some vehicles? :P
I would be very glad to sprite some of them, they're quite easy...


Sun Nov 27, 2011 8:24 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
size + CC = Impracticable
i would say only do the walker's or scout ones such as the Sentential, Dreadnought and Land speeder. on a different note we could always move to another race.


Sun Nov 27, 2011 9:57 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
Naxete wrote:
Arcalane wrote:
As for future updates; I don't have any plans right now. I guess things are on hold for a bit.

How about get your hands dirty and script some vehicles? :P
I would be very glad to sprite some of them, they're quite easy...


Vehicles came up before, and they're not happening due to size/hackiness/etc. concerns. I really doubt adding vehicles would do anything for the mod right now. :???:


Sun Nov 27, 2011 5:10 pm
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Post Re: Warhammer 40K Compilation [R4 Out!]
All in favour of doing a New race now?
I personally thing the next race should ether be Eldar or nercon since both are human shape races thus easier to do with Offsets since there's no fancy pissing about with things.


Sun Nov 27, 2011 9:39 pm
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Post Re: Warhammer 40K Compilation [R4 Out!]
There are still a lot of IG versions to do. Like IG with lighter armor and faster firing weapons w/ jet packs, heavy lasguns for the DKOK and maybe some other things.


Sun Nov 27, 2011 10:57 pm
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Post Re: Warhammer 40K Compilation [R4 Out!]
I linked some old necrons to the OP, why don't you add them to the compilation and rework them too?


Mon Nov 28, 2011 2:46 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
KommradKommissar wrote:
There are still a lot of IG versions to do. Like IG with lighter armor and faster firing weapons w/ jet packs, heavy lasguns for the DKOK and maybe some other things.

Not really. most of the IG stuff is already done.

Oh, and i got a idea on how to do a "turret" Just have it as a IG Heavy weapons squad (i.e heavy bolter on a stand with a IG using it)


Mon Nov 28, 2011 11:47 am
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Post Re: Warhammer 40K Compilation [R4 Out!]
LordVonKain wrote:
All in favour of doing a New race now?
I personally thing the next race should ether be Eldar or nercon since both are human shape races thus easier to do with Offsets since there's no fancy pissing about with things.


I vote for Necrons!


Mon Nov 28, 2011 2:37 pm
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Post Re: Warhammer 40K Compilation [R4 Out!]
Asklar wrote:
I linked some old necrons to the OP, why don't you add them to the compilation and rework them too?

They very sort of crap. I personally think that that version doesn't have anything worth reusing with possible exception of some sprites.

EDIT: I apologize for accidental double post.


Mon Nov 28, 2011 2:39 pm
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Post Re: Warhammer 40K Compilation [R4 Out!]
Making good necron weapons means a lot of screwing around with weapon effects again though. Especially .lua. Instead of doing any damage I think they'd just strip away health with a chance of instantly gibbing bits.

Also we are now just under 600 combined downloads since the first release of recompilation!

--

LordVonKain wrote:
Oh, and i got a idea on how to do a "turret" Just have it as a IG Heavy weapons squad (i.e heavy bolter on a stand with a IG using it)


What if the gunner is killed, but the rest of the gun is intact? Also, size concerns: I want an autoturret that fits in the same space as a Coalition Gatling Turret. That should be our highest priority turret-wise.


Mon Nov 28, 2011 6:33 pm
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