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 Weapon Dispensers (Update 8-15-09) Combat Drones! 
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 Weapon Dispensers (Update 8-15-09) Combat Drones!
Dispeners

I recall some weapon dispensers made before, but I can't seem to find it. So, as usual, instead of seeing if someone has a copy, I made it myself.

What do you do when the map is bone-dry on gold and those badguys are still knocking on your door? You go to your nano-assembling and device dispenser.

Image

A Dispenser Drone
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Made to support you with weapons even if you have no funds; just switch control to one, press fire, and Presto! A weapon! (or a tool). While the selection of dispensers may look limited compared to the amount of weapons in the TradeStar catalog, you can easily create dispensers with weapons of your choice with the dispenser template in the Dispenser.rte/WeaponTemplates/Template.ini

Current List of Dispensers:
SMG (Base)
AK-47 (Base)
Assault RIfle (Coalition)
Blaster (Dummy)
Spaz12 (Ronin)
Sniper Rifle (Dummy)
Rocket Launcher (Coalition)
Heavy Digger (Base)

And now with cloning tubes, because guns are useless without a user. Use it the same way as a weapon dispenser. You can also create your own Cloning Tube by using the cloning tube template in zzDispenser.rte/CloningTubeTemplates/Template.ini
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To Windows Users: If you add a mod that you would like a dispenser for, drag and drop zzDispensers.rte out of the CC folder, and then drag and drop it back in.

To Mac Users: You don't have to worry about the above problem.

Attachment:
zzDispenser.rte.rar [28.19 KiB]
Downloaded 2224 times


Combat Drones

Combat drones are cheap but effective weapons platforms. They won't crouch or jump off a ledge if shot at, so they make good guards. Their short bodies are harder to hit than bipeds, and they are much cheaper.
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Armed with various weapon, they can be used in many situations that would get your expensive units killed, and cost 40oz per unit (not including weapon costs). If you need a specific weapon for a drone that is not available, you can make your own from the Combat Drone Template in (zzCombat Drone.rte/Templates/Template.ini)

Attachment:
zzCombat Drone.rte.rar [5.55 KiB]
Downloaded 1694 times


Last edited by CaveCricket48 on Tue Sep 08, 2009 9:06 pm, edited 7 times in total.



Thu Aug 06, 2009 9:44 pm
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Post Re: Weapon Dispensers
Nice job, Unitec mod had dispensers too but this is better.


Thu Aug 06, 2009 9:47 pm
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Post Re: Weapon Dispensers
It's funny because it works. This is one of the better old-tech mods I've seen (old tech in the sense that it doesn't use any Lua. Right?)


Thu Aug 06, 2009 9:47 pm
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Post Re: Weapon Dispensers
Flammablezombie wrote:
It's funny because it works. This is one of the better old-tech mods I've seen (old tech in the sense that it doesn't use any Lua. Right?)

You are correct, for I am Lua illiterate.


Thu Aug 06, 2009 9:49 pm
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Post Re: Weapon Dispensers
How hard would it be to mold this to non-standard (ie, mod) content?


Thu Aug 06, 2009 10:20 pm
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Post Re: Weapon Dispensers
Sweet, and it can be easily applied to my guns :)
Great job!

Sidenote; With lua I'm thinking it would be neat to have an inventory duplicator, hand it a gun, and it begins cloning it until it runs out of matter to convert or something.
But simplicity is great.


Thu Aug 06, 2009 10:22 pm
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Post Re: Weapon Dispensers
ProjektTHOR wrote:
How hard would it be to mold this to non-standard (ie, mod) content?


Pretty darn, assuming no load errors.

For ideal results you'd probably want to name the .rte something that loads after everything else, and then it's just a matter of replacing the copyof in the round of the actor's gun.

Also, if I remember right, Ctrl was the one who originally made a controlled weapon dispenser (crab-based)


Thu Aug 06, 2009 11:11 pm
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Post Re: Weapon Dispensers
Hey since that playing a skirmish has an actor limit before it starts going buggy, can you possibly make a version where they aren't actors with hearts like UniTech's dispensers?

But otherise really cool. I will be probably using these anyways.


Fri Aug 07, 2009 12:03 am
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Post Re: Weapon Dispensers
So this mod is pointless until someone finds a way to dynamically make one for every weapon. Or someone implements it in their mod.

Just saying


Fri Aug 07, 2009 12:45 am
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Post Re: Weapon Dispensers
Thor, look in Dispenser.rte/Template.ini

Edit: To make the Dispenser mod load last, cut out the Dispenser.rte and paste it back into your CC folder after you install a new mod.


Fri Aug 07, 2009 1:32 am
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Post Re: Weapon Dispensers
How would that change if it worked or not?
After the rte's hard-coded to load first it goes in alphabetical order.


Fri Aug 07, 2009 2:12 am
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Post Re: Weapon Dispensers
No it doesn't. CC loads the first mod that was put in to the last. You can test it out yourself. For example, I have Swarm.rte, and I put it in before Dispenser.rte, and it loads Swarm.rte first.


Fri Aug 07, 2009 2:22 am
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Post Re: Weapon Dispensers
Device duplicator would be nice. A mobile dispenser would be nice too.

But this is already great.


Fri Aug 07, 2009 2:50 am
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Post Re: Weapon Dispensers
CaveCricket48 wrote:
No it doesn't. CC loads the first mod that was put in to the last. You can test it out yourself. For example, I have Swarm.rte, and I put it in before Dispenser.rte, and it loads Swarm.rte first.

First; Mac or Windows? That might change it. So might build number, I'm using b23.
I just throughly tested on my mac, and each time it was alphabetical. After the vanilla .rtes, AAL was always first, and Zombies was always last. Bunkerpack before Darkstorm, etc.
I thought maybe it might change if I sorted the folder by date modified, rather than name (grasping for reasons here) and the only change was it appeared to load faster, but still by order of name.


Fri Aug 07, 2009 3:20 am
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Post Re: Weapon Dispensers
Idea, needs some simple Lua though.

- Make a blank one.
- The user throws a sample of what you want it to create into it.
- It's then calibrated to create those.
- The gold cost of the device determines how fast it can generate them.
- Maybe have a means of re-calibration

Should be useful for any device ever. HDFs/HDs/TDEs
You could apply the same concept to other objects like actors and crafts too of course.

I'm assuming you can read the preset name and gold cost of un-held devices with Lua, am I correct?


Fri Aug 07, 2009 3:38 am
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