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BunnyKill Mod
http://45.55.195.193/viewtopic.php?f=61&t=19394
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Author:  XANAX Corp. [ Sun Aug 01, 2010 1:41 am ]
Post subject:  BunnyKill Mod

Image

Image


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


Owner of Bunnykill Flash & characters ~ Mottis of Deviantart & Newgrounds

long live Mottis

Attachment:
File comment: BunnyKill mod Version 1.2
Updated (08/05/2010)

BunnyKill.rte.zip [4.87 MiB]
Downloaded 957 times

Author:  Ociamarru [ Sun Aug 01, 2010 2:03 am ]
Post subject:  Re: BunnyKill Mod

Do they have any of the special powers the bunnies had from that ripoff of Madness Combat series?

Author:  Cmdr 5ir [ Sun Aug 01, 2010 2:04 am ]
Post subject:  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

Author:  XANAX Corp. [ Sun Aug 01, 2010 2:10 am ]
Post subject:  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 :grin:

Author:  Potatamoto [ Sun Aug 01, 2010 3:01 am ]
Post subject:  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.

Author:  XANAX Corp. [ Sun Aug 01, 2010 3:33 am ]
Post subject:  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?

Author:  Joe [ Sun Aug 01, 2010 3:41 am ]
Post subject:  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).

Author:  TheLastBanana [ Sun Aug 01, 2010 3:45 am ]
Post subject:  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.

Author:  Joe [ Sun Aug 01, 2010 3:51 am ]
Post subject:  Re: BunnyKill Mod

Yeah, what he said, I'm just saying that an actor bleeds at a rate independent of it's health.

Author:  XANAX Corp. [ Sun Aug 01, 2010 3:54 am ]
Post subject:  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 :)

Author:  Solace [ Sun Aug 01, 2010 6:08 am ]
Post subject:  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.

Author:  Miggles [ Sun Aug 01, 2010 6:14 am ]
Post subject:  Re: BunnyKill Mod

Oh god. Epic doom bunny killing machines. YES. These are awesome.

Author:  411570N3 [ Sun Aug 01, 2010 11:32 am ]
Post subject:  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.

Author:  cheezy01 [ Sun Aug 01, 2010 3:11 pm ]
Post subject:  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? :???:

Author:  Tomaster [ Sun Aug 01, 2010 4:39 pm ]
Post subject:  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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