I removed every bug I could find on the rifle, that includes: _ammo switching problems _both attachables firing at the same time _attachables not working at all _lua console error spamming
ok so this is something i found weird in the cannon that the drop pods that cannon shoots never self destructs i have to keep shooting at it to remove it from the battlefield . . . sorry for my bad English (i had to revise this post several times before posing it)
Wed Nov 09, 2011 7:00 am
Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
With the range this thing has no map is too big for it not being able to reach some point of it, so why would it need to be moved?
Thriller wrote:
This Experimental weapon is much better than *cough* AAL *cough*. but in seriousness, both are great. I really like that Uber Cannon.
Thanks, even comparing a mod to AAL is a great compliment.
TheStragedyGuy wrote:
ok so this is something i found weird in the cannon that the drop pods that cannon shoots never self destructs i have to keep shooting at it to remove it from the battlefield
I know that, it is done on purpose to prevent it from scuttling in mid air, but I added a manual self destruct mechanism that can be triggered by pressing 's' .
Wed Nov 09, 2011 12:31 pm
LordVonKain
Joined: Sat Oct 22, 2011 4:49 am Posts: 826 Location: England
Now, on the subject of a mobile cannon, could you make it have a pie menu ability that makes it unable to fire, and pulls up the odd stilt things and replaces them with a rocket engine, so we can FLY away?, or even return the cannon to orbit for $$$?
Wed Nov 09, 2011 4:28 pm
Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
Now, on the subject of a mobile cannon, could you make it have a pie menu ability that makes it unable to fire, and pulls up the odd stilt things and replaces them with a rocket engine, so we can FLY away?, or even return the cannon to orbit for $$$?
I'll think about it.
Update:
I completely changed the way keys are set: instead of having to go through multiple lua files you just have to type one command in the lua console:
Code:
SetMehmanKeys(key0,key1,key2,key3,keyboardlayout)
key0 will work for everything that was previously triggered by num0, etc... keyboardlayout must be set to 0 if your keyboard is azerty and 1 if it is qwerty.
Example: If you want the keys to be x,z,num0,1 and you have an azerty keyboard then type:
Code:
SetMehmanKeys('x','z','num0','1',0)
in the lua console.
Also I added a new toy: The Combat Detector:
This detects nearby actors. To use it throw it. Once used press num3 to deactivate/reactivate. This can detect actors through walls to an extent(the efficiency of this process is inversly proportional to the square of the distance). The maximum range is 2500px (It won't go through any walls that far).
Hi, I don't quite understand keybinding... I don't have any idea how to write lua, but I want to set my keys to z and x as I don't have a numpad on this laptop. (I mainly want the heavy drone's bombs) I imagined I could just put SetMehmanKeys('x','z','num0','1',1) into console (qwerty), but that tells me ERROR:string[blah]:1: attempt to call global 'SetMehmanKeys' (a nil value)
So I'm kinda lost. Sorry for the noob issue... please instill some knowledge to me if it's not too much to explain -- if so, I understand.
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