Hueg Pack o' Mods *Final update!??!*
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Woohoo!
I'm statisfied now, as i know that the Inflator Gas Bomb will be in the next Pile O' Mods.
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Sun Feb 28, 2010 10:17 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
That thing is awesome! Now hae one that shrinks them and makes a black hole of them 
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Sun Feb 28, 2010 10:20 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
i wish shook would update pelian too. whatever, this is pretty fun.
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Mon Mar 01, 2010 3:13 am |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Hmm, trying to get some ' over the top ' ideas.
Idea 1 : DP Rocket - A gun that shoots Dropship side rockets ( That are still thrusting, of course! ) Idea 2 & 3 : Gravity modifiers? - Two different guns that increase or decrease the gravity of the shot object dramatically. Idea 4 : Snowballer - A gun that shoots a small snowball, and keeps increasing size while it rolls. Idea 5 : Pyro lamp - A lamp you hold, that shoots a small range of light that burns anything in it's range. Idea 6 : Disease Dart - A dart gun that shoots small projectiles that are poisonous. And once the target reaches X health, it gibs and explodes, EPICLY! Idea 7 : Number Gun - Shoots giant numbers ( In order? Or maybe random if possible? ) Idea 8 : Lava Drop - Like the Giant Steel Ball, it instead drops a big pile of lava on the selected area. Idea 9 : Clone gun - I think it might be possible, seeing how there is a mod that lets you clone actors. Anyways, you shoot an actor, and you become him with his guns. Idea 10 : Wow, i'm so tired. I can't think of anything. Lol, maybe a tired gun? New Idea 10! : Shrink Ray/Bomb - The opposite of the poison gas bomb thing, it shrinks everything and disappears with a pop! Or maybe when it disappears it turns into one of Whittys bubbles, if he'll let you.
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Mon Mar 01, 2010 3:59 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
returned to CC after a long absence and suddenly found that the reflective robot mkII doesnt work :/ i found it in the index, deleted the //'s and CC crashed upon loading can anyone shed some light on the situation for me
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Mon Mar 01, 2010 4:29 am |
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Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Here's an idea if that's what you've been looking for (you're getting lots of them anyways) maybe a parasitic wasp/fly that stings actors, with no signs of infection the actors walk around until they die they explode and an egg spawns, the egg has a tough carapace and eventually if able to live long enough breaks open and spawns 4 new wasps who then can sting. A parasite wasp sting once will infect, a second sting puts a marker on the actor to be stung (even by the wasp that stung it) anymore stings are painful, and are bound to happen since the actor is marked (like a tiny melee weapon strike). Wasps are about the size of a coalition head, and fly around aimlessly until they find an actor to sting at-least once giving him infection. Wasps should be controlled by team three at all times, they are a wild breed.
How about that idea? I've probably mentioned it MANY times since Lua has been out but no one is up to it, and I tried and failed quite enough to learn I cannot.
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Mon Mar 01, 2010 4:31 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
madmonkey43 wrote: returned to CC after a long absence and suddenly found that the reflective robot mkII doesnt work :/ i found it in the index, deleted the //'s and CC crashed upon loading can anyone shed some light on the situation for me Are you using B23? If not, then that's why.
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Mon Mar 01, 2010 5:11 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Hyperkultra wrote: madmonkey43 wrote: returned to CC after a long absence and suddenly found that the reflective robot mkII doesnt work :/ i found it in the index, deleted the //'s and CC crashed upon loading can anyone shed some light on the situation for me Are you using B23? If not, then that's why. actually i realised the robot does not appear in the build menu but he does in the buy menu problem solved
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Mon Mar 01, 2010 5:16 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: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Wonderful. Have you considered a similar bomb that makes enemies spout fire?
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Mon Mar 01, 2010 12:09 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
The inflation bomb reminds me of that Red Alert 2: Yuri's Revenge unit, Virus. Her sniper shots turn people into gasbags, which can infect other people as well...
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Mon Mar 01, 2010 2:26 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Sounds cool, the spouting fire thing. Maybe their head gibs and their dead body spouts fire? Or explode into flames?
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Mon Mar 01, 2010 2:30 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Guys i uhh didn't actually ask for ideas. @lafe: My focus is usually on one thing at a time, and right now, it's on this pack. :U @Sakiskid: I like idea 6 and 8. @madmonkey43: That's just me being dumb and forgetting to put it under the "Actors" group. =P @Shapeshifters: Cool idea, but too complicated for me, i'm afraid. @Allstone: Actually yes. Perhaps even a Pyro explosion. 
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Mon Mar 01, 2010 2:52 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Shook wrote: Guys i uhh didn't actually ask for ideas.
@lafe: My focus is usually on one thing at a time, and right now, it's on this pack. :U
yeah, i now how you feel, im making my own faction right now ( download/file.php?id=32046&mode=view dont be afraid, it wont rape your eyes shook) and i dont have much time to work on my lafetastic mods right now.
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Mon Mar 01, 2010 3:54 pm |
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deskup
Joined: Mon Jan 18, 2010 7:03 pm Posts: 47
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
What about uh... Unlimited bomb works?(juast watched fate/stay night  ) Creates many random bombs(and actors with dropships  ) with random velosities at the top of the map. M.b. With a place to include moar bombs like it was with actors for tartarus or different versions. And some cool sound for annihilation  P.S. Didnt notice the whole page... Whatever, i am crazy today.
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Mon Mar 01, 2010 4:40 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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 Re: My huge pack of mods, which is back. *Update: Feb. 17th '10*
Shook wrote: Guys i uhh didn't actually ask for ideas. I'm not looking for overly complex ideas either. A randomness bomb would be sort of cool, but it's just too much work for me to be assed.
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Mon Mar 01, 2010 4:57 pm |
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