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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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BunnyKill Mod
Hello I'm XANAPRIME of deviant art and I have put together a small actor mod I hope you enjoy Update: (08/02/2010) Two Weapons from BunnyKill 3 Update: (08/05/2010) One new Weapon = Plasma Rifle Bolt pistols dual wield-able look for "Bolt pistol (offhand)" in shields long live Mottis Attachment:
File comment: BunnyKill mod Version 1.2 Updated (08/05/2010)
BunnyKill.rte.zip [4.87 MiB]
Downloaded 957 times
Last edited by XANAX Corp. on Wed Aug 04, 2010 8:16 pm, edited 4 times in total.
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Sun Aug 01, 2010 1:41 am |
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Ociamarru
Joined: Wed Jul 01, 2009 11:46 pm Posts: 1930
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Re: BunnyKill Mod
Do they have any of the special powers the bunnies had from that ripoff of Madness Combat series?
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Sun Aug 01, 2010 2:03 am |
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Cmdr 5ir
Joined: Sun Feb 28, 2010 5:29 am Posts: 172
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Re: BunnyKill Mod
looks awesome.... im downloading it and will post critisism in min Rules thread wrote: Moderate Offenses- Posting in a thread just to say you're first and/or you have just downloaded it.
Please put more into your posts and wait until after you've downloaded and tested the mod to give feedback. -Duh
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Sun Aug 01, 2010 2:04 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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Re: BunnyKill Mod
Ociamarru wrote: Do they have any of the special powers the bunnies had from that ripoff of Madness Combat series? well, not really .. but The main characters have more health Prof. Sludge & shock troopers has more flight time & they are light & agile (sometimes) but other than that, no.. you can kill them isn't that fun
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Sun Aug 01, 2010 2:10 am |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: BunnyKill Mod
Remember to never add health like that. Giving them 200 health will just make their health go down twice as much. It doesn't help whatsoever and is best to keep it at 100.
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Sun Aug 01, 2010 3:01 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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Re: BunnyKill Mod
Potatamoto wrote: Remember to never add health like that. Giving them 200 health will just make their health go down twice as much. It doesn't help whatsoever and is best to keep it at 100. never knew that.. does help when the player is bleeding to death?
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Sun Aug 01, 2010 3:33 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: BunnyKill Mod
@Potatomoto: No, that is incorrect. Increasing the actor's health to 99999 will make them nigh invincible (see numgun's Zombie Apocalypse mod) Even if the head is blown off, the actor will simply bleed out at 150 health per frame untill it's dead (try it on a coalition soldier sometime). At 99999 health, the above takes a long dang time, whereas at 100 health, death is instant. The above stands for any wounds inflicted on an actor, and will stand unless the torso is gibbed (see The God Data mod, and (after a few minutes of Crobotech skirmish mode on Death) have fun with a flying limbless headless bloodball that can literally coat the entire map with blood and not die).
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Sun Aug 01, 2010 3:41 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: BunnyKill Mod
The reason you don't want over 100 health is that it causes problems when you return the actor. They'll get double the actor's price back. If you want to the actor to be stronger, change their wound damage values.
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Sun Aug 01, 2010 3:45 am |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: BunnyKill Mod
Yeah, what he said, I'm just saying that an actor bleeds at a rate independent of it's health.
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Sun Aug 01, 2010 3:51 am |
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XANAX Corp.
Joined: Sun Aug 01, 2010 1:14 am Posts: 52
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Re: BunnyKill Mod
TheLastBanana wrote: The reason you don't want over 100 health is that it causes problems when you return the actor. They'll get double the actor's price back. If you want to the actor to be stronger, change their wound damage values. I see, well I'll experiment with it in the future
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Sun Aug 01, 2010 3:54 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: BunnyKill Mod
Also, the default characters usually die from the breakwound limit rather than actual hp loss, so unless you go in and alter other stuff like that, it's still gonna be just as easy to kill them.
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Sun Aug 01, 2010 6:08 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: BunnyKill Mod
Oh god. Epic doom bunny killing machines. YES. These are awesome.
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Sun Aug 01, 2010 6:14 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: BunnyKill Mod
TheLastBanana wrote: The reason you don't want over 100 health is that it causes problems when you return the actor. They'll get double the actor's price back. If you want to the actor to be stronger, change their wound damage values. I thought that nowadays ordering an actor with above 100 health multiplied its price in order to stop that bug.
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Sun Aug 01, 2010 11:32 am |
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cheezy01
Joined: Fri Mar 05, 2010 3:59 am Posts: 11
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Re: BunnyKill Mod
these are cool good sprites from what i see but only thing i want to know are you going to add the weapons from BunnyKill to this?
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Sun Aug 01, 2010 3:11 pm |
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Tomaster
DRLGrump
Joined: Tue Nov 07, 2006 1:26 am Posts: 2037 Location: Jerking off in a corner over by the OT sub-forum
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Re: BunnyKill Mod
411570N3 wrote: TheLastBanana wrote: The reason you don't want over 100 health is that it causes problems when you return the actor. They'll get double the actor's price back. If you want to the actor to be stronger, change their wound damage values. I thought that nowadays ordering an actor with above 100 health multiplied its price in order to stop that bug. It does when you're placing bunker modules and the like, but not if you just order it while playing.
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Sun Aug 01, 2010 4:39 pm |
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