First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Fantastic update. The wing's appearance doesn't fit the actor exactly, but I was amazed by the wing itself. Other stuff got way better than the last release. Droppod has to be safer to use. Guns need better sound. Actors need to be tougher, against falls especially.
But I'm already digging this mod now.
EDIT: The Scarab craft is really useful. You can fly into many parts of the Dummy Assault base. As for the wings, it really tricked me to think it does not generate particles, and I ate dready bullets, badly.
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Tue Jul 21, 2009 5:57 am |
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Invalidator
Joined: Wed Feb 27, 2008 4:04 am Posts: 30
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
As for the dread unit, I literally slapped it together in about 10 minutes. So, I know it's no good, but I didn't feel like making a new .rte with all the crap stuff cut out. Plus, maybe you guys can give me some ideas to make it more than just a dreadnought clone. The wings are a little forced, I know, but they were too cool to not use. So maybe they'll be removed later, but for now, I like 'em.
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Tue Jul 21, 2009 3:07 pm |
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sandwichmerc
Joined: Mon Jul 20, 2009 12:24 pm Posts: 10
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Perhaps you could design a new unit in a future update around the wings? A unit custom made to go with the wings. Like a fast attack guy or something.
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Tue Jul 21, 2009 7:05 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Invalidator wrote: As for the dread unit, I literally slapped it together in about 10 minutes. So, I know it's no good, but I didn't feel like making a new .rte with all the crap stuff cut out. Plus, maybe you guys can give me some ideas to make it more than just a dreadnought clone. The wings are a little forced, I know, but they were too cool to not use. So maybe they'll be removed later, but for now, I like 'em. keep the wings atleast on one "special" unit. as for the dread unit you could try to experiment with a bigger one (a pole with a gun is not a realy cool looking unit).For examlpe a walking tank which would fire a big ball of shrapnel.It would mean than the legs would need to be moved to the sides of the unit so you could see the huge crab code(forgot name) in order to help you wil the walkpaths. this would look nice
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Tue Jul 21, 2009 9:02 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
You can modify your Sentinel before attempting the above walking tank.
The jetpack button is not used in most crabs, maybe you can put that [W] button to good alternate use. Cement sprayer, smoke discharger, mine layer, small digger to clear obstacles, etc. It'll need new designs of course. A walking pole is, oh, vagyr mentioned already.
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Wed Jul 22, 2009 1:12 pm |
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vagyr
Joined: Sun Jan 11, 2009 10:54 am Posts: 365
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
maybe my idea is a litle extreme... but you realy should change the shape of the dread... and atleast resprite the legs
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Wed Jul 22, 2009 3:05 pm |
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Invalidator
Joined: Wed Feb 27, 2008 4:04 am Posts: 30
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Good points. The idea behind the Sentinel was a support unit. Has a tower so that it can shoot at enemies even if allies are in front of it. You know how much it sucks to be shot by your friends standing behind you, especially when that "friend" is a 18 ton walking chassis of doom. However, it doesn't look so cool right now.
And I still need to sprite legs.
However, the utilization of the W key for something else sounds very interesting. Perhaps an activated shield or something?
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Thu Jul 23, 2009 4:03 pm |
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Kilgannon
Joined: Tue Dec 30, 2008 4:31 am Posts: 113
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Invalidator wrote: Good points. The idea behind the Sentinel was a support unit. Has a tower so that it can shoot at enemies even if allies are in front of it. You know how much it sucks to be shot by your friends standing behind you, especially when that "friend" is a 18 ton walking chassis of doom. However, it doesn't look so cool right now.
And I still need to sprite legs.
However, the utilization of the W key for something else sounds very interesting. Perhaps an activated shield or something? I like the shooting over teammates idea, maybe have W be a short-range attack at its base to keep enemies off of it?
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Thu Jul 23, 2009 9:21 pm |
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kejting
Joined: Sun Jul 26, 2009 6:44 pm Posts: 14
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
These are really weak to me...the weaopns are incredibly strong but the actors are incredibly weak..A dreadnought killed the strongest one in 4 seconds...
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Sun Aug 02, 2009 3:12 am |
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t3h_n00b
Joined: Sat Nov 03, 2007 7:58 pm Posts: 64 Location: Izmir, Turkey .
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
I agree with the last post, also you could use some automatic weapons.
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Mon Aug 03, 2009 12:36 am |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
t3h_n00b wrote: I agree with the last post, also you could use some automatic weapons. EXACTLY what I was thinking, it's good that you're trying to be original, but can't you include a few normal weapons too, for playability's sake? (I don't like the feel of most of the guns, mainly due to all of them having the same sound, which by the way doesn't fit any of them except perhaps the semi-auto ones)
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Mon Aug 03, 2009 10:47 am |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Um. Is this for B23? It won't work. I really want to try it though.
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Mon Jan 18, 2010 7:41 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Why are you asking? You can check yourself! 1) go to the devlog to find out when the last build was released (in this case, B23 was released May 13th) 2) go to the first post in the thread, and check it's post date or last update (in this case, July 20th)
Since this was last updated 2 months after B23 was released, chances are that it's B23 compatible. Please use common sense.
Or, Download and see if it works. Lot less time-consuming.
EDIT: Wait, why doesn't it work? what error message do you get?
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Mon Jan 18, 2010 1:26 pm |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
Oh thanks. Sorry I'm a noob. It says "Failed to open datafile object with following path and name: Copperhead.rte\devices\weapons\PlasmaRound I tried replacing the slashes like people tell me to do but they were all "/" So I tried replacing them with "\" but that didn't work either That's why I was asking if it was for build 23. (I'm using a mac)
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Mon Jan 18, 2010 8:41 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
This mod is not mac-compatible. Please Stand By. There, I actually corrected this already. PhantomAGN wrote: it threw me an error on: CopperHead.rte\Devices\Weapons\PlasmaRound It's a \ issue, so I went over it and fixed them with the magic of multi-document find and replace. Found six in the omega cannon .ini in Belcher, the one in the right place, and the copy of it. Found 3 in Pulsecannon.ini, 8 in pulsegrenade, 3 in pulsesaw, and 3 in thunder. So here's a new version for other mac users, or people who want a standard markup. http://forums.datarealms.com/download/file.php?id=29333You probably could have searched for this, or just read the whole thread. But as a new user, that does not come naturally, so whatever. You may bow now. Also, it's "\" that is bad, fyi, so you actually made it worse.
Last edited by PhantomAGN on Wed Jan 20, 2010 3:32 am, edited 1 time in total.
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Mon Jan 18, 2010 9:53 pm |
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