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 Zombies '09 
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Post Re: Zombies '09
i could do that, but it would result in a lag between pressing the trigger and firing, at least a small one. im considering it, perhaps as the delta unique weapon, though i was thinking chaingun shotgun/slug launcher. who knows.
Foa wrote:
Hey Geti, how about you use your fancy AEmiter randomizer method, and use the rtt ratio with e main shot and the tracer shot.
accomplishing what, besides random ammo? as fun as that is, its infuriating when you want one type of ammo (say, flechettes) and get another (say, buckshot), or even a complete opposite (say, refracted lasers). it means you have a random chance of getting something anywhere in the spectrum of huge pierce, lower damage to huge damage no pierce to sets stuff on fire. and that isnt how soldiers generally operate. maybe on a drone some time. if i've misunderstood feel free to explain.


Sun Oct 04, 2009 11:21 am
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Post Re: Zombies '09
The energy weapons should shoot out a shotgun blast of heat beams.


Sun Oct 04, 2009 3:38 pm
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Post Re: Zombies '09
Geti wrote:
i could do that, but it would result in a lag between pressing the trigger and firing, at least a small one. im considering it, perhaps as the delta unique weapon, though i was thinking chaingun shotgun/slug launcher. who knows.
Foa wrote:
Hey Geti, how about you use your fancy AEmiter randomizer method, and use the rtt ratio with e main shot and the tracer shot.
accomplishing what, besides random ammo? as fun as that is, its infuriating when you want one type of ammo (say, flechettes) and get another (say, buckshot), or even a complete opposite (say, refracted lasers). it means you have a random chance of getting something anywhere in the spectrum of huge pierce, lower damage to huge damage no pierce to sets stuff on fire. and that isnt how soldiers generally operate. maybe on a drone some time. if i've misunderstood feel free to explain.

Meh, it is for the shotgun, using the round to tracer ratio, and the AEmiters, the blast will never be the same, just make the shotgun launch multiple AEmitters, but don't add spread to them, unless you made the shotgun for dealing pain in a large cone of shrapnel.

And possibly you could make a two stage AEmitter, the Device launches an AEmitter, the AEmitter emits a few types of AEmitters ( # short spread, # medium spread, and # large spread ) .

My brain bot nearly got plowed by a corpse rocket, it landed under my feet, lost my M1600, and kept my legs.


Sun Oct 04, 2009 4:04 pm
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Post Re: Zombies '09
wutangfan1990 wrote:
The energy weapons should shoot out a shotgun blast of heat beams.
planned for a hero or mech weapon.

Foa wrote:
Meh, it is for the shotgun, using the round to tracer ratio, and the AEmiters, the blast will never be the same, just make the shotgun launch multiple AEmitters, but don't add spread to them, unless you made the shotgun for dealing pain in a large cone of shrapnel.
yeah, im planning on fixing the shotguns emitter. im pretty happy with it currently, but it could always be better. more randomisation is always a good thing.
speaking of which, not really happy with the engineer cannon. im planning on making it smack an actor around more, and having some carry to it, like the rail spike but more realistic. anyone want to fix the current script that is broken? i still need some sparkle mages to do a couple of odd jobs that im too lazy for, this being one of them, the drop slug crashes being another.

also, planned weapon, a cluster rocket, 1 shot per reload, splits into 5 rockets that home badly at where a target was. not safe for use inside. big explosion if the cluster hits something before it splits. y/n?


Sun Oct 04, 2009 7:25 pm
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Post Re: Zombies '09
Sounds gangster as ♥♥♥♥. Also, the heat beams should phase through organic materials.


Sun Oct 04, 2009 10:50 pm
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Post Re: Zombies '09
Yes, but make them slightly dunk ( wavers a little ) .


Mon Oct 05, 2009 12:36 am
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Post Re: Zombies '09
holy ♥♥♥♥ french keyboard.
WHY DOES THE . KEY REQUIRE A SHIFT AHHH
drunk rockets are the only kind of rocket for the most part considering the level of resistance tech. their targeting will suck a little as well.
heat beams will be tested in multiple forms. god knows what kind of energy they will be firing.
post ending now because of crap keyboard.


Mon Oct 05, 2009 8:50 pm
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Post Re: Zombies '09
I'd like to suggest a new weapon/actor:
This is based off of the melon race, and vampiric gourds, by the wat.

This thing is a rolling robot, it rolls, and roll, and when it find an enemy it launches itself at it ( like a round from a cannon ) , and you can fill in what happens.
This suggestion could be an actor, or a deployable attack drone.

If it becomes an actor, let have the ability to jump, and not self destruct when it hits another actor.


Tue Oct 06, 2009 2:15 am
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Post Re: Zombies '09
Sounds like an HL2 rollermine with more features.


Tue Oct 06, 2009 2:31 am
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CaveCricket48 wrote:
Sounds like an HL2 rollermine with more features.

Hmm, HL2 have sentry mines... I'd say that was an easy idea, very fun, but I preferred my sentry mines in B18.
Who knew negative pin strength would do that to an actor based homing missile, but the end results were great, the timer ticks, the timer ends, the enemy is shotgun mauled.


Tue Oct 06, 2009 2:36 am
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Post Re: Zombies '09
I haven't heard of sentry mines in HL2 before. Just Hopper mines and Rollermines. Then again I don't actually own the game, just the demo.


Tue Oct 06, 2009 2:43 am
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Post Re: Zombies '09
CaveCricket48 wrote:
I haven't heard of sentry mines in HL2 before. Just Hopper mines and Rollermines. Then again I don't actually own the game, just the demo.

Foa wrote:
Hmm, HL2 have mines that actively watch for, and roll towards actors like a kamikaze attack... I'd say that was an easy idea, very fun, but I preferred my sentry mines made in CC B18.
Who knew negative pin strength would do that to an actor based homing missile, but the end results were great, the timer ticks, the timer ends, the enemy is hit by a directed explosion ( Like a shotgun blast ) .


Tue Oct 06, 2009 3:00 am
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Post Re: Zombies '09
Oh, silly me. Words tend to get mixed up inside my head.


Tue Oct 06, 2009 3:07 am
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Post Re: Zombies '09
Looks pretty cool, might give it a go as soon as I figure out how to install mods. :P


Sun Oct 11, 2009 7:32 pm
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Post Re: Zombies '09
To install a mod: extract the .rte folder (usually in a .zip/rar file) to you cortex command directory (normally C:/program files/Data realms/Cortex command/), and start up cortex command. I'm pretty sure there's a help topic for this kind of thing, isn't there?


Sun Oct 11, 2009 8:21 pm
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