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 Red Loki Weapons Development - INACTIVE 
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Joined: Thu Dec 16, 2010 11:06 pm
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Folks wrote:
Hmm, the new Version seems to doesn't work with me.
Im using a Mac. It says it couldn't load a file called DSsprite000.bmp but it is there.
From what I've gathered from the thread so far, that's a Mac compatibility issue. All the forward-slashes (\) need to be made into back-slashes (/).

EDIT: Ah, beaten to the punch.


Sun Jan 23, 2011 3:39 pm
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
Thank you two.
And I have to tell you that this mod is awesome!
It is a great addition to the previous Ronin things.


Mon Jan 24, 2011 2:47 pm
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Post Re: Red Loki Weapons Development - Version 1.4 (1/22/11)
I think that a flare can be a good idea to add to this arsenal, right?


Wed Jan 26, 2011 7:32 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Perhaps something with a bit more punch?

VERSION 1.5


Quote:
Changelog
- Moved the NG shield backward
- Fixed a durability issue with the NG
- Added the ASC (dual weapon mode code credit to CaveCricket48, inspiration from Crook)


The ASC can be switched from Area mode to Precision mode, calling down the bombs in a tighter spread to bunker-bust or take down high-priority targets. What's that, Lassie? There's a boy trapped in the well? thesoupiest is going to start making missions? Oh ♥♥♥♥, nothing good can come of this!

Anyway, when I was talking about the mod missing something, I didn't mean an actor. I meant something that filled a role Cortex Command didn't have. The HT served the purpose of a durable actor - a nonexistence in vanilla, aside from the Dreadnought, which is too immobile to count.
The ASC now introduces a support role, calling in tactical strikes from above, much like one would call in supplies. By sending the projectiles straight down from above, explosives can be delivered reliably, rather than thrown as a bomb or fired from a gun, and can also be creatively used by the player to take out a sniper's tower or clear out a bunker.

I may continue production on this mod, but as of right now, it'll be left in the same state as the Green Storm - dormant. I keep tweaking Green Storm, making changes and fixing things, and I will eventually release version 2.1. For now, Red Loki will be the same way. Until then, I'm starting work on a new project.

I leave you with one hint.

Quote:
http://www.youtube.com/watch?v=-uMxCREIRUI


Wed Jan 26, 2011 9:42 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
How about a gun that, when fired, calls in 3 drop pods with Ronin actors and various randomized weaponry, landing in an arrow formation all movie-like? I've always wanted to see that. Naturally it would cost gold.


Wed Jan 26, 2011 9:53 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Nonsequitorian wrote:
I love this new version.

Care to explain?


Wed Jan 26, 2011 10:38 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
So there is more to come in this mod? =D


Wed Jan 26, 2011 11:43 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Asklar wrote:
more to come
Read the most recent update post.


Wed Jan 26, 2011 11:49 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
I absolutely HATE when this happens
Image
The tesla rifle always wants to kill my actors when i shoot it at 45 degrees


Thu Jan 27, 2011 9:54 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Tokochiro wrote:
I absolutely HATE when this happens
Funny, I absolutely love when that happens. I can't figure out how to reliably reproduce it. I wanted to figure out how to make a consistently rotating AEmitter so I could make a Catherine wheel-esque Dummy Destroyer-like firework cannon.


Thu Jan 27, 2011 9:57 pm
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
When using the negotiator in tandem with a shield it has a bad habit of blowing up and tearing my "off hand" arm off. I think the shot from the negotiator may be striking the shield or something weird like that. Lack of bullet lines makes telling where the shots stop and hit rather hard, but I think that was intentional. I really like the tesla rifle, it's got such a satisfying bang attached to it and nicely maims people at the opposing end. Doesn't seem much like a "electricity" rifle though, but I have yet to see electricity done very well so thats not surprising. Fireworks launcher is pretty and fun to mess with but I can never seem to hit people enough to make it very useful as anything beyond semi-long range annoyance. Dynamite doesn't seem to destroy ground as much as I thought it would too.

Hope that helps.


Fri Jan 28, 2011 2:16 am
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Also, how the heck is that ASC work? No amount of clicking or button pressing does anything and I can't seem to find how it works.


Fri Jan 28, 2011 8:12 am
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
piecewise wrote:
Also, how the heck is that ASC work? No amount of clicking or button pressing does anything and I can't seem to find how it works.

You hold down fire until the signal is given off(a different sound effect). Then 'Shiu shiu shiu!', down comes the explosives.

And I must say this is the most well executed air strike designator ever made. Mostly because of it's mechanism and cool sound effects, gives you a great experience.


Fri Jan 28, 2011 9:35 am
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
piecewise wrote:
...how... ...ASC work?
Holding down the "fire" button for five seconds fires the ASC at the end of the five-second period using the ActivationDelay value. The gun shoots a TDexplosive which gibs into two stages of self-stabilizing preparation emitters, the second of which emits a "beacon" emitter which uses a lua script to instantly gib upon creation into the bullet particles, which appear far above the beacon and to the sides using the Offset values.
If you'd like to use the code, you have full permission so long as you give credit.

The Decaying Soldat wrote:
most well executed air strike designator
Thank you, I put a good deal of effort into it.


Fri Jan 28, 2011 2:07 pm
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Data Realms Elite
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Post Re: Red Loki Weapons Development - Version 1.5 (1/26/11)
Wait a minute... the ASC has dual functionality? And how do I change the striking type?


Sat Jan 29, 2011 8:31 am
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