WH40k basic space marines.
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mountain_dew
Joined: Mon May 05, 2008 12:26 am Posts: 38
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Re: WH40k basic space marines.
beautiful sprites, and a very fun mod, good job, i hope to see more ingenious mod like these soon.
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Sat Jan 17, 2009 2:14 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: WH40k basic space marines.
Yeah, I'm not sure. Since the bullets are actually physical objects, they keep retracting the sights. I can't really think of a way around it, but I mainly just spray and pray. XD
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Sat Jan 17, 2009 3:08 am |
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phatcat
Joined: Wed Jan 14, 2009 3:49 am Posts: 17 Location: Houston, TX
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Re: WH40k basic space marines.
Boba_Fett wrote: Here's my Dark Angels mod. It comes with new weapons, redesigned bolters that shoot explosive rounds, and a crap load of fun re-sprites, as well as some new ones. *Drum roll* Goddamnit, thats way better than mine. f**k it I'm never modding again.
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Sat Jan 17, 2009 4:50 am |
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CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
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Re: WH40k basic space marines.
phatcat wrote: Boba_Fett wrote: Here's my Dark Angels mod. It comes with new weapons, redesigned bolters that shoot explosive rounds, and a crap load of fun re-sprites, as well as some new ones. *Drum roll* Goddamnit, thats way better than mine. f**k it I'm never modding again. Nah, try to improve, I'm not using his Dark Angels I'm using yours I think they're better. I've hit a snag, I'm soooo close to being complete can anyone help me? RTE Aborted! (x_x) Abortion in file .\System\Reader.cpp. line 530, because: Could not match properly in SM BT.rte/Devices/Weapons/Effects.ini at line 5! So close....
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Sat Jan 17, 2009 5:44 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: WH40k basic space marines.
CortexCommander wrote: I've hit a snag, I'm soooo close to being complete can anyone help me? RTE Aborted! (x_x) Abortion in file .\System\Reader.cpp. line 530, because: Could not match properly in SM BT.rte/Devices/Weapons/Effects.ini at line 5! So close.... Usually when I get that it's because I didn't cast it properly; calling a mopixel by a mosrotating name.
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Sat Jan 17, 2009 5:53 am |
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CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
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Re: WH40k basic space marines.
Solace wrote: CortexCommander wrote: I've hit a snag, I'm soooo close to being complete can anyone help me? RTE Aborted! (x_x) Abortion in file .\System\Reader.cpp. line 530, because: Could not match properly in SM BT.rte/Devices/Weapons/Effects.ini at line 5! So close.... Usually when I get that it's because I didn't cast it properly; calling a mopixel by a mosrotating name. HitSM BTOs = 0 This is the line that it is whining about, anything wrong with it?
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Sat Jan 17, 2009 6:00 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: WH40k basic space marines.
Uh, sure it's not supposed to be HitsMOs = 0?
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Sat Jan 17, 2009 6:18 am |
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CortexCommander
Joined: Sat Dec 27, 2008 11:17 pm Posts: 90 Location: In my secret cave. In Ontario South of, wait a minute!
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Re: WH40k basic space marines.
Solace wrote: Uh, sure it's not supposed to be HitsMOs = 0? I didn't fiddle with it at all, but I'll try some different combination's. No avail. I have tried, HitSMBTOs HitBTOs Hit BTOs. Same error.
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Sat Jan 17, 2009 6:19 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: WH40k basic space marines.
Caaan I get the rest of the code for that particular item then?
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Sat Jan 17, 2009 6:48 am |
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death-droid
Joined: Wed Jan 14, 2009 9:22 am Posts: 1
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Re: WH40k basic space marines.
CortexCommander wrote: Solace wrote: Uh, sure it's not supposed to be HitsMOs = 0? I didn't fiddle with it at all, but I'll try some different combination's. No avail. I have tried, HitSMBTOs HitBTOs Hit BTOs. Same error. HitsMOs = 0 The first 10 lines of effects.ini Code: AddAmmo = MOSRotating PresetName = Bolter Casing Mass = 0.05 Sharpness = 3 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = SM.rte/Devices/Weapons/BolterCasing.bmp FrameCount = 1 SpriteOffset = Vector
Nothing wrong there?
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Sat Jan 17, 2009 7:37 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: WH40k basic space marines.
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Sat Jan 17, 2009 7:50 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: WH40k basic space marines.
Perhaps I could work on Angry Marines next. Power bats anyone? I just need some khorne berserker sounds, minus the quotes mentioning Khorne and all that ♥♥♥♥.
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Sat Jan 17, 2009 12:09 pm |
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Mapleleaf
Joined: Mon May 05, 2008 10:07 pm Posts: 23 Location: The Citadel
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Re: WH40k basic space marines.
Oh my god, this is awesome. I love W40k and I love CC, which results in this being the ultimate combination. You guys should make a couple of Imperial Guardsmen/Karskrin. Maybe even a Valkyrie dropship :O EDIT: I just came up with an idea, someone should try making a Dreadnought with a Hellfire variation
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Sat Jan 17, 2009 1:07 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: WH40k basic space marines.
The executioners look cool enough.
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Sat Jan 17, 2009 2:18 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: WH40k basic space marines.
Why post the Fire Hawks? They're all dead. Now they're the Legion of the Dammed.
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Sat Jan 17, 2009 2:34 pm |
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