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 Dummy Expansion 
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Joined: Tue Mar 16, 2010 7:38 pm
Posts: 447
Location: The Ninth Circle
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Post Re: Dummy Expansion
You could make it so. There's a pilotable mech script somewhere around here. Try looking in Areku's "Apollocalypse" mod; if I recal correctly, it's one of his mechs that has it. Just apply it to the Punisher.


Fri Nov 04, 2011 12:12 am
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Joined: Sat Mar 17, 2012 12:45 pm
Posts: 2
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Post Re: Dummy Expansion
I really liked this mod in b24, it's a shame it's not updated for B26.
Necromancy.


Wed Mar 21, 2012 1:36 am
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Joined: Sat Jul 04, 2009 10:24 pm
Posts: 3939
Location: NORTH
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Post Re: Dummy Expansion
works perfectly fine in b26


Wed Mar 21, 2012 3:59 am
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Joined: Fri Feb 17, 2012 3:46 am
Posts: 82
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Post Re: Dummy Expansion
cool stuff, i am planning of testing it after i finish my work for today, its a good thing i home school. i like the styles of the guns the re-sprites look good and the new stuff also looks good and all of it still has the dummy style.

also i am so damn glad that the dummy's will finally have a shot gun it made me mad that they had none in vanilla.


Wed Mar 21, 2012 3:29 pm
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Joined: Sun Jun 26, 2011 10:32 pm
Posts: 45
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Post Re: Dummy Expansion
Oh, this NEEDS to be updated for B27 too.


Wed Jun 06, 2012 6:49 pm
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Dummy Expansion
I'm workin' on it. Should happen soon.


Thu Jun 07, 2012 4:58 am
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Joined: Thu Jun 07, 2012 2:20 pm
Posts: 12
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 Re: Dummy Expansion
Are you able to release a Loadout.ini for it? because that's the only thing that isn't compatible for me. i tried making my own but when a match starts it crashes, it has something to do with the acdropship


Tue Jun 12, 2012 1:10 pm
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Joined: Thu Jun 07, 2012 2:20 pm
Posts: 12
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Post Re: Dummy Expansion
Necromancy is needed for 1.0 =D


Tue Oct 09, 2012 2:06 am
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Joined: Mon Oct 01, 2012 7:14 am
Posts: 95
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Post Re: Dummy Expansion
Oh yes 1.0 and campaign compatibility please :shock:


Tue Oct 09, 2012 2:21 am
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Joined: Thu Jun 07, 2012 2:20 pm
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Post Re: Dummy Expansion
and maybe if you could intergrate the dummy into the same faction as the Dummy Expansion or vice versa so we can buy them in the campaign without price increase.


Tue Oct 09, 2012 5:27 am
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Dummy Expansion
Updated. The expansion includes the base dummy tech, so you can use the lot as one faction in the campaign.


Fri Oct 12, 2012 5:06 am
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Joined: Mon Oct 01, 2012 7:14 am
Posts: 95
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Post Re: Dummy Expansion
Awesome :D

*edit I think I've found a bug in your scenes with the campaign. Having stuff like the air fort being campaign playable causes those scenes to appear as being owned by whoever is the Dummy Expansion player and causing their entire funds slider to be redded out (assuming because it allocates all funds to that scene). Probably worth fixing.

Also the gold convert tool appears as costing -200 OZ in some circumstances.

Do you think you could change the default campaign drop for the Expansion to be one of your mobile controller units instead of the standard brain bot? I think that would be more in line with faction canon as well.


Fri Oct 12, 2012 5:30 am
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Dummy Expansion
Yeah, I'll fix the campaign problems.
The Gold Sprayer is a cheat item, it gives you unlimited gold, so only use it if you wanna cheat.


Fri Oct 12, 2012 1:44 pm
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Joined: Wed Apr 25, 2012 4:17 am
Posts: 202
Location: Brisbane
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Post Re: Dummy Expansion
This is a great mod, but can we have a rail shotgun too?


Sat Oct 13, 2012 1:25 am
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Joined: Fri Jul 20, 2012 5:31 am
Posts: 67
Location: petting Schrodingers cat.
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Post Re: Dummy Expansion
I can play this is any gamemode but campaign, any reason? I don't think I installed it wrong. I tried playing as vanilla dummies but these were still overpriced.


Sat Oct 13, 2012 4:28 am
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