Author |
Message |
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Voracious32 wrote: The RPG turret is nice. I've noticed that the turrets will pick up weapons around them and dual-wield them with the standard gun. I don't know if this is intended, but it's actually pretty cool. It's especially useful with the sniper rifle, because you can guide the MG with the sniper's long range. Actually, its not intentional at all. But I knew it would happen. Its the price I pay for making something that can have two mounted weapons. This is something I'll fix in B21.
|
Mon Jun 30, 2008 1:50 am |
|
|
CmdrTimo
Joined: Fri Jun 27, 2008 1:37 am Posts: 22 Location: Restaurant on the end of the universe.
|
Re: DarkStorm Military Technologies - Updated 6/29/08
I love this mod. But the sprite for the front of the dropship is a tad too wide. But the rest is great! DL it.
|
Mon Jun 30, 2008 10:53 pm |
|
|
Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
|
Re: DarkStorm Military Technologies - Updated 6/29/08
The mod is still awesome. Also, darlos, do you intend on using Lua to make the explosions not make people bleed, but send them flying, far, far away?
|
Tue Jul 01, 2008 3:36 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Roy-G-Biv wrote: The mod is still awesome. Also, darlos, do you intend on using Lua to make the explosions not make people bleed, but send them flying, far, far away? Hm... purely concussive blasts? I suppose its a possibility, but I wasn't exactly planning on it.
|
Tue Jul 01, 2008 5:17 am |
|
|
GoreTaco
Joined: Tue May 27, 2008 2:28 am Posts: 32
|
Re: DarkStorm Military Technologies - Updated 6/29/08
That'd be a cool idea. With lua, maybe someone could make a Gmod-ish physics gun if they wanted to!
|
Tue Jul 01, 2008 5:22 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/29/08
GoreTaco wrote: That'd be a cool idea. With lua, maybe someone could make a Gmod-ish physics gun if they wanted to! Well, I should probably also note that a gun with enough force to send most actors flying away would also have enough force to blow said actor to pieces. Stuff would still die. I updated the sound effects for the rocket turret a bit. Now you can tell when its done reloading by a sound, even if the initial reloading sound gets cut off, like it tends to be when there's tons of explosions going on.
|
Tue Jul 01, 2008 12:44 pm |
|
|
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
|
Re: DarkStorm Military Technologies - Updated 6/29/08
I think I found out what piece of equipment the DarkStorms were missing.
|
Tue Jul 01, 2008 6:29 pm |
|
|
Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Darlos9D wrote: Voracious32 wrote: The RPG turret is nice. I've noticed that the turrets will pick up weapons around them and dual-wield them with the standard gun. I don't know if this is intended, but it's actually pretty cool. It's especially useful with the sniper rifle, because you can guide the MG with the sniper's long range. Actually, its not intentional at all. But I knew it would happen. Its the price I pay for making something that can have two mounted weapons. This is something I'll fix in B21. If you're going to get rid of it for that turret, perhaps you could make one for us like that that's intentional?
|
Tue Jul 01, 2008 7:05 pm |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Dal wrote: If you're going to get rid of it for that turret, perhaps you could make one for us like that that's intentional? I did that ages ago. It was too awkward to equip the thing. CaveCricket48 wrote: I think I found out what piece of equipment the DarkStorms were missing. Oh for pete's sake. If you want to make a shield so badly, go do it somewhere else. Preferably in your own mod.
|
Tue Jul 01, 2008 10:42 pm |
|
|
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: DarkStorm Military Technologies - Updated 6/29/08
I thought that it was bow!
|
Tue Jul 01, 2008 11:06 pm |
|
|
Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Foa wrote: I thought that it was bow! As did I.
|
Tue Jul 01, 2008 11:53 pm |
|
|
Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Spoot Knight wrote: Foa wrote: I thought that it was bow! As did I. As did I.
|
Tue Jul 01, 2008 11:55 pm |
|
|
CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
|
Re: DarkStorm Military Technologies - Updated 6/29/08
Thunder Toes wrote: Spoot Knight wrote: Foa wrote: I thought that it was bow! As did I. As did I. It is a bow, isn't it?
|
Wed Jul 02, 2008 12:04 am |
|
|
Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
|
Re: DarkStorm Military Technologies - Updated 6/29/08
CandleJack wrote: It is a bow, isn't it? Is it?
|
Wed Jul 02, 2008 12:06 am |
|
|
Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
|
Re: DarkStorm Military Technologies - Updated 6/29/08
No, you can see that the clone is holding a handgun.
This Cricket guy has been bugging the crap out of me to put his shield in my mod. I've just been straight-up ignoring him. Let's all do the same.
|
Wed Jul 02, 2008 12:14 am |
|
|
|