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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
CaveCricket48 wrote: Have you thought about any new systems for the under-slung weapons? I really don't lke the clutter...
On the multiple magazines thing, is there going to be a reason for using one type over another? If someone had the choice over explosive and standard rounds, they would probably go with explosive. Maybe smaller mag size for the more "expensive" ammo? Something I'd like to address: in an actual run of CC's intended gameplay, PRICES WILL ACTUALLY MATTER. So no there won't be smaller mag sizes for more powerful ammo, it will just cost more, which should be balancing enough. The problem right now is that nobody pays attention to prices because CC is just a pointless sandbox game at the moment. I've talked about re-working underslung accessories (among other things) before, probably not long ago either. Just look back through the thread.
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Wed Jul 21, 2010 8:34 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
The whole "price is not an object in normal CC play" thing bugs me to no end. I kind of liked the 1500oz starting cash of the old builds, cause it meant that if you build a medium sized base you still had to dig every now and again (usually just a little at the actor was purchased) to be able to afford your next protagonactor. I suppose 5000oz could be geared towards purchasing and fitting out like ten actors per side, but still, wtf. I can't remember the prices of very many of the new guns, and that's odd, they've been present for ages.
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Wed Jul 21, 2010 8:57 pm |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
whats the melee button?
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Sun Sep 12, 2010 1:22 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote: (If you want to set up the melee and secondary fire buttons, look in the .rte for readme.txt and keyconfig.ini)
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Sun Sep 12, 2010 2:13 am |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
I know i figured it out. LoL srry for wasting ur time. Now sorry again but how do u grapple?
Gah. READ the OP. -Duh
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Sun Sep 12, 2010 5:25 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Did you read the first post? Such as the part where it explains the instructions?
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Sun Sep 12, 2010 6:54 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
An apology for time wasting is meaningless if you just keep doing it. Always read the entirety of the first post before even considering posting.
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Sun Sep 12, 2010 11:49 am |
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pandastar994
Joined: Wed Mar 10, 2010 8:36 pm Posts: 345
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Both times as soon as i posted i realized how to do it. Sorry i forgot to delete them. LOLOLOLOLOLOLOLOL Good Morning!!!!!!!!!!!!!!!!!-
Please read the OP next time, this isn't quality posting and it is so bad that I think it warrants a warning. Have a good day - p3lb0x
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Sun Sep 12, 2010 5:13 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Then wait before you post. Greater respect for the forum as a receptacle for your words will result in greater respect from the forum to you.
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Mon Sep 13, 2010 7:38 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Intelligent things going on in my thread as usual.
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Wed Sep 15, 2010 9:39 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
It's a wonder anyone posts here anymore. Is Darkstorm even a WIP anymore?
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Wed Sep 15, 2010 9:59 pm |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
IIRC, progress is on hold until the release of Build 24.
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Wed Sep 15, 2010 11:10 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, a lot of Darlos' ideas require proper implementation of Lua on attachables as bare minimum.
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Thu Sep 16, 2010 10:30 am |
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Enkufka
Joined: Wed Aug 04, 2010 2:50 pm Posts: 3
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Hi.
I have an odd problem which has not been remedied by re-downloading the mod. When I pick up a weapon with secondary fire, the secondary fire goes off until exhausted, at which point I get rapid fire clicking as it attempts to fire without ammunition. I have no clue what would cause this. I have not changed the secondary fire button at all. Any help?
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Wed Dec 01, 2010 7:14 am |
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Skull
Joined: Mon Nov 01, 2010 7:05 am Posts: 50
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 Re: DarkStorm Military Technologies -- Updated 12/20/09
Enkufka wrote: Hi.
I have an odd problem which has not been remedied by re-downloading the mod. When I pick up a weapon with secondary fire, the secondary fire goes off until exhausted, at which point I get rapid fire clicking as it attempts to fire without ammunition. I have no clue what would cause this. I have not changed the secondary fire button at all. Any help? Try to change it to other key.
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Wed Dec 01, 2010 8:37 am |
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