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 Cryo Weaponry 
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Joined: Mon Apr 07, 2008 5:25 pm
Posts: 93
Location: Wasteland
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Post Cryo Weaponry
So basicaly this is 2 guns and 2 grenades. Have fun.

Pixorz for clicksorz:
Image

Our sales executive presenting new high pressure cannon:
Image
Our sales executive shooting ice cannon:
Image

1.Our sales executive is about to throw cryo nade:
Image
2.After explosion:
Image
(Don't belive in advertisings, its crashed dummy rocket which had few grenades on board)

Ps. I'm still not very motivated to continue this, I have better things to do to be honest. But maybe in future I will do something involving sticky particles (if I'm very bored that is).


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File comment: New Cannon
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Last edited by janekk on Wed Jan 28, 2009 7:36 pm, edited 2 times in total.

Wed Jan 28, 2009 12:31 am
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Joined: Tue Nov 18, 2008 1:03 am
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Location: Spathiwa
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Post Re: Cryo Weaponry
cool ill take a look

Edit: this is great, the gun is awesome but the bombs need some fine tuning.(overall its very well done)


Wed Jan 28, 2009 1:03 am
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Post Re: Cryo Weaponry
Yeah bombs need some work, overall all of this needs work and I'm affraid its beyond my ability and moding tutorial by Lord Tim and I don't have patience to figure out what does what. There are few things that are not like I wanted, for instance there is supposed to be reload anim on gun but for some reason it all goes so fast you can't notice and slowing it down to even ridilicous amounts does nothing, bombs on the other hand suffer from particles getting stuck in ground, thus lowering effectivness of blast as it all goes upwards (thats why ridilicous speed of particles - to made it somewhat useful, also because of that bigger ice shard gib in air and it looks not that good), other thing is that bomb is supposed to release handfull of smaller bombs and rain whole area in shards but no matter what I was trying to do timer wasn't working, so i made them gib on release.


Wed Jan 28, 2009 2:29 am
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: Cryo Weaponry
Sounds like the problems you're having is the kind of stuff that even the best modders have problems with. A few of those are known engine bugs.


Wed Jan 28, 2009 4:02 am
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Joined: Sun Jun 10, 2007 2:05 am
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Post Re: Cryo Weaponry
You've got a good start, but I'm not sure what to say if you don't intend to improve it or make anything else...


Wed Jan 28, 2009 4:58 am
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Joined: Fri Jun 15, 2007 6:47 am
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Post Re: Cryo Weaponry
good fora first mod but every mod requires an explanation. and use the "dont post your first mod rule. post your 10th" or whatever the rule is.


Wed Jan 28, 2009 5:55 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Cryo Weaponry
Love em'


Wed Jan 28, 2009 6:40 am
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Post Re: Cryo Weaponry
Since you guys like mod so much I finished other cannon. It rapes but is fun. Don't expect more comming.


Wed Jan 28, 2009 7:34 pm
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Post Re: Cryo Weaponry
janekk, your a new modder with a recently released mod that people actually enjoy playing with. wouldnt you want to build on it?


Thu Jan 29, 2009 4:22 am
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Post Re: Cryo Weaponry
i think this mod is quite polished(other than unavoidable engine bugs) this is good enough and fair enough to actually be added into the game(perhaps for whitebots?)


Sun Feb 01, 2009 8:52 am
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Post Re: Cryo Weaponry
Manticore wrote:
i think this mod is quite polished(other than unavoidable engine bugs) this is good enough and fair enough to actually be added into the game(perhaps for whitebots?)

Whoa you're going a little bit too far. Add it to game? If it would be possible Darklones would be in game for quite few builds already and as matter of fact this mod is not polished that much (for instance offsets could be better, it looks weird when actors holding guns are prone or with non vanila actors ).


Sun Feb 01, 2009 11:00 pm
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Joined: Tue Feb 10, 2009 3:54 pm
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Post Re: Cryo Weaponry
Its very polished actually, I admit ive seen the idea around a bit but this ones the best ive seen. Yeah the offsets looked a tad weird on a non vanilla but hey it works and it seems to clog my open holes in my base well enough. All in all a good mod id be happy to see it continued


Tue Feb 10, 2009 5:57 pm
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