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 zalo's Little Lua Mods Now with Infininade! 
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone!
Well, it's basically just a library for people who don't know all that much lua to tap, and take code from.

Maybe somebody wants the functions and tricks from one mod, but not another.
Why should I make them download all of it at once?

The fact that these are entertaining is only a side-effect ;)

Also for the confuzzled:
zalo wrote:
You press "H" while using the actor to activate it.


Sun May 17, 2009 10:07 pm
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Joined: Fri Jan 26, 2007 3:22 am
Posts: 1451
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone!
Brainwashed wrote:
Telekinesis... fudge AWESOME!

Also, I'm glad you put all of this in one thread... now how about one .rte? :)

EDIT: Eh... how does that clone work? :/



Press and hold H to pick things up.


Sun May 17, 2009 10:16 pm
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone(Fixed)!
I blame the .rar for breaking Telekinesis clone. It SHOULD be all better now.


Sun May 17, 2009 11:26 pm
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone!
Daman wrote:
Brainwashed wrote:
Telekinesis... fudge AWESOME!

Also, I'm glad you put all of this in one thread... now how about one .rte? :)

EDIT: Eh... how does that clone work? :/



Press and hold H to pick things up.


I put myself right in front of that one actor, press H (and hold it), move my mouse around and nothing happens. :/


Sun May 17, 2009 11:27 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone!
Brainwashed wrote:
Daman wrote:
Brainwashed wrote:
Telekinesis... fudge AWESOME!

Also, I'm glad you put all of this in one thread... now how about one .rte? :)

EDIT: Eh... how does that clone work? :/



Press and hold H to pick things up.


I put myself right in front of that one actor, press H (and hold it), move my mouse around and nothing happens. :/

It's fixed now, and First Download.
I still can't believe he is that good.


Sun May 17, 2009 11:28 pm
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Joined: Wed Feb 14, 2007 9:34 pm
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone(Fixed)!
Try the new link zalo posted, then


Sun May 17, 2009 11:28 pm
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone(Fixed)!
Thank you Foa, good sir.


Sun May 17, 2009 11:29 pm
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone(Fixed)!
Image
*angelic choir*


Sun May 17, 2009 11:35 pm
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Data Realms Elite
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Post Re: zalo's Little Lua Mods Now with Telekinesis Clone(Fixed)!
I captured the Dummy Brain in Dummy Assault, in an Enemy's Drop Crate.

What's that got to do with this?


Mon May 18, 2009 12:02 am
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
Aww... Why does it have to crash when the enemy you're holding dies? If it didn't crash, this would be the best mod ever.


Mon May 18, 2009 4:18 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
Uh blame data's implementation of Lua?


Mon May 18, 2009 4:31 am
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
Consarn it. Well, it's still very cool. Turrets are ever more useful now. Portable turrets FTW!


Mon May 18, 2009 4:32 am
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Joined: Fri Dec 22, 2006 4:20 am
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Location: Good news everyone!
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
Just make the telekinesis clone invincible if it crashes for you, or stop telekinesis-ing before you die.


Mon May 18, 2009 4:34 am
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
Just add a:
Code:
if not(Held:IsDead() or self:IsDead()) then
...
end


Mon May 18, 2009 4:50 am
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Post Re: zalo's Little Lua Mods Now with Cool Time Capsule!
If that had been the problem, I could probably have taken care of it. But the game crashes when what I'm telekinesising dies.

Also, I just played around with the telekinesis guy some more. It's great for moving doors out of the way and getting enemy brains out in the open, but that one time, I was fooling around with an enemy dummy and at some point, this happened.

Image

Both the dummy and what appeared to be a chest gib were rotating, for some reason. No idea how the chest gib got there, though.

EDIT:
mail2345 wrote:
Just add a:
Code:
if not(Held:IsDead() or self:IsDead()) then
...
end


Thanks, but uh... where do I add that?


Mon May 18, 2009 4:50 am
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