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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Crobotech Mod Beta 2
Spartan M43 wrote: I have to say, this will be the first mod i install after b23 coms out. Me too, seriously. Unless by then it's still a WIP and bubs decided not to release it for a couple of months. Then I'll consider downloading other mods first. Oh, no wait, he can't do that, because by then we'll all turn into crobo-phellia zombies and rush to his home from every corner of the world. He HAS to release it.
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Fri Apr 17, 2009 3:47 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Crobotech Mod Beta 2
capnbubs wrote: Bladecat4 wrote: I love the explosion effect, hopefully with lua we can make it follow MOs. I was thinking about that but then you won't be able to get it to explode inside actors because it will follow infront of them, and it does the real damage when it goes off inside them. I guess: Code: Bob.X = Clone.X Bob.Y = Clone.Y Would have "Bob" go to "Clone's" 0,0 point which I think is the sprite offset. (That is usually the center of the sprite.)
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Fri Apr 17, 2009 8:13 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
The problem with making it go to the center of whatever it hits is it would then make it an instant kill weapon on anything you fire it at =/
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Fri Apr 17, 2009 11:36 am |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Crobotech Mod Beta 2
Well you did want the stuff to "explode," as in, go boom and leave some trails of blood and flesh, right?
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Fri Apr 17, 2009 12:48 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Roon3 wrote: Well you did want the stuff to "explode," as in, go boom and leave some trails of blood and flesh, right? Sure, but the idea with the LR-5000 was always that it would be quite a tactical and fiddly weapon to use effectively. If anybody you hit with it is definitely going to die then it removes a lot of the strategy in where and when you fire it.
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Fri Apr 17, 2009 1:46 pm |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Crobotech Mod Beta 2
LR is A++ for slow-moving ground targets.
Not so good for anti-aircraft.
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Fri Apr 17, 2009 3:30 pm |
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Zinc
Joined: Thu Jun 26, 2008 8:18 am Posts: 241
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Re: Crobotech Mod Beta 2
capnbubs wrote: The problem with making it go to the center of whatever it hits is it would then make it an instant kill weapon on anything you fire it at =/ Make a weapon that "destroys the enemy from the inside"?
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Fri Apr 17, 2009 8:54 pm |
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Dhymitri
Joined: Sun May 10, 2009 5:09 am Posts: 3
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Re: Crobotech Mod Beta 2
hey guys, i loooove crobotech, im with the cortex command b22 with 3 missions, im trying to use the crobotech but every time i try do play the game i receve this message:
Abortion in file .\System\ContentFile.cpp, line 549, because: Failed to load datafile object with following path and name: Base.rte/Actors/Coalition/TorsoB The last frame has been dumped to 'abortscrren.bmp'
in the abortscreen i have this message:
Crobotech.rte loading: Index.ini on line 2 includes: Sounds/Sounds.ini-done! Index.ini on line 5 includes: Effects/Rising.ini-done! Index.ini on line 5
end abortscreen.
Im sure, in the base/actors/coalition/ i have the file TorsoB, i try with all the crobotech files in the first page, someone can help?
Great Mod i must say euehueheuh Great play to everyone!
Attachments:
erro.bmp [ 172.97 KiB | Viewed 3873 times ]
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Sun May 10, 2009 5:18 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Crobotech Mod Beta 2
*sigh* If you read through this thread you'd find the fix for that.
But instead you chose to bump it. Smooth work.
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Sun May 10, 2009 6:57 am |
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TheFlamingBanHammer
Joined: Thu Apr 30, 2009 10:54 pm Posts: 36
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Re: Crobotech Mod Beta 2
I know this has been asked before, but is there going to be ANY incarnation of that crab walker thingie yuo had posted AGES ago?
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Sun May 10, 2009 8:02 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Crobotech Mod Beta 2
Dhymitri, are you still using the old version or are you suing the B22 version of Crobotech?
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Sun May 10, 2009 1:41 pm |
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Dhymitri
Joined: Sun May 10, 2009 5:09 am Posts: 3
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Re: Crobotech Mod Beta 2
The Decaying Soldat wrote: Dhymitri, are you still using the old version or are you suing the B22 version of Crobotech? first i was triyng the previous version, after i try the new one, but with no succes sorry my english im from brazil
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Sun May 10, 2009 2:50 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Crobotech Mod Beta 2
Exalion wrote: *sigh* If you read through this thread you'd find the fix for that.
But instead you chose to bump it. Smooth work. It's hard to read through 50 pages, care to give this guy a hand? Coz I have no idea what's going on. Anyhow, about the laser, is making every explosion weaker an option?
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Sun May 10, 2009 3:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
sigh. go through and replace every instance of base.rte/actors/coalition/TorsoB.bmp with Coalition.rte/Actors/Soldier/TorsoB.bmp should work. that really needs to be put in the OP -_-
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Sun May 10, 2009 3:08 pm |
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Dhymitri
Joined: Sun May 10, 2009 5:09 am Posts: 3
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Re: Crobotech Mod Beta 2
Geti wrote: sigh. go through and replace every instance of base.rte/actors/coalition/TorsoB.bmp with Coalition.rte/Actors/Soldier/TorsoB.bmp should work. that really needs to be put in the OP -_- Thanks the advice ^^ i got it, all i done was in Cortex Command\Base.rte\Actors\ i put the file coalition from the previous version of the crobotech in there, and done euheuhe its all working now Cortex Command\Base.rte\Actors\Coalition thanks to all, have a nice play uhueheuh
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Sun May 10, 2009 3:51 pm |
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