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 WH40k basic space marines. 
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: WH40k basic space marines.
Hamburgler wrote:
I've stuck to Gaunt's Ghosts and I play Guard, so a plasma-gun overheating pretty much guarantees a painful but brief death.


Due to the marine's armour save of +3, Although plasma guns can be a little scary they're usually fairly safe, if inconvenient.

Sadly, there is no way of programming the 'gets hot' rule into CC, we just have to make it cost a lot more.
Sorry, there IS a way, but it'd be incredibly hacky. The only random variables we currently have in CC is basically directional and force ranges, so you could make totally modify the gun to shoot an emitter which shoots both the plasma bolt and a random, invisible particle at high speeds in any direction with a short lifetime, the idea being that it may hit the gun and break it, or the user and hurt them.

Just a thought, that method would be a nightmare to actually execute.


Sat Jan 24, 2009 2:32 am
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Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
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Post Re: WH40k basic space marines.
Whathellman wrote:
Hey boba_fett, I'm trying to use your DA mod (as a big fan of the dark angels), but i can't seem to get it to work. Upon trying to run the mod, i keep getting the error:

Abortion in file .\Managers\PresetMap.cpp, line 162, because:
Failed to find the DA.rte Data Module!

Do you have the normal SM.rte?


Sat Jan 24, 2009 12:33 pm
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Joined: Fri Jan 23, 2009 4:40 pm
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Post Re: WH40k basic space marines.
The ork mod rapes these. You need to improve the weapons a bit explosive shots.


Sat Jan 24, 2009 2:26 pm
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Joined: Sat Dec 16, 2006 2:50 pm
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Location: Vaughan, Canada
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Post Re: WH40k basic space marines.
Boba_Fett, a comment on the bolters- they're a little better than the default ones and are fun to boot, but can you change the explosion so it's all directed forwards, and shorten the particle endurance/length/whatever? Right now firing at anything even remotely close to you does insane collateral damage to yourself.


Sat Jan 24, 2009 5:50 pm
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Post Re: WH40k basic space marines.
I know. I need to find a fix. I often find my bolter exploding when I shoot it.


Sat Jan 24, 2009 7:07 pm
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Post Re: WH40k basic space marines.
Why not spawn a very sharp but short/small explosion a few pixels in front of the point of impact? Fix up the offsets a bit so you've got a little more lee-way and you're not shooting your own muzzle all the time?
I think numgun/DSMK2 used a similar technique with a few weapons (i'm referring to the explosion bit), although it usually instagibs whatever you shoot at with one shot.


Sat Jan 24, 2009 7:48 pm
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Joined: Thu Jan 08, 2009 2:18 am
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Post Re: WH40k basic space marines.
Boba_Fett, I think there may be a solution to the bolter shots messing with the aim-have you seen the DarKlone turreted railgun? It fires an explosive projectile, but the projectile does not register as a physical object and thus doesn't interfere with aim. I'm not sure how he did it, as I have close to zero knowledge of coding here... but check it out, maybe you can see what Darlos uses to make it do that!


Sat Jan 24, 2009 9:16 pm
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Joined: Sat Jan 24, 2009 11:00 am
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Post Re: WH40k basic space marines.
:shock: great! Loved it, will enjoy playing it forever. (Being a WH40K Fan) Excellent work, good to see people are still making mods of the best of games. (Did i mention i luved it?)


Sun Jan 25, 2009 3:28 am
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Post Re: WH40k basic space marines.
I sure do.


Sun Jan 25, 2009 4:14 am
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Joined: Fri Jan 23, 2009 2:01 pm
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Location: London, UK
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Post Re: WH40k basic space marines.
Warhammer 40K nerds unight :D , lol any way about the ammo argument, if you look through the newest codex it will tell you that the bolter has different rounds that it can use. These are the standar lumps of lead that will tear a guys head off, the exploding rounds and my fav, incenary rounds i.e. they set stuff alight. I can't be ar*ed to find a quote. It might also be in newest rulebook (series 5 or something). anyway haveing exploding rounds would mean that they would absolutly rape everything else in game, I thinkl someone else said that before, oh well :P


Sun Jan 25, 2009 4:42 pm
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Post Re: WH40k basic space marines.
All standard bolts are exploding rounds, barring specialist rounds like Stalker silenced shells.
http://warhammer40k.wikia.com/wiki/Bolter

You're wrong. If you're going to claim to be a 40K nerd get your facts right or I'll curb-stomp you. :x


Sun Jan 25, 2009 6:59 pm
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Post Re: WH40k basic space marines.
someone make a real bolter ammo script. also it explodes after it penetrates, so you'd think you wouldn't see the explosion at all... (it doesn't explode if it doesn't hit anything) there isn't much point in making it explode after it penetrates because it sets up the possibility for bugs and with CC's physics it's not such a good idea.

Quote:
Standard Bolter Round

Bolter ammunition--called a 'bolt'--is a solid slug. Conventional solid slugs utilize a propellant charge contained in a casing that, when ignited, forces the bullet out of the barrel. In contrast, a bolt is self-propelled; It features its own integrated solid propellant which propels the bolt at high speeds, essentially acting like a miniature rocket. The propellant itself is shaped to control the bolt's direction and speed; However, this method of rocket propulsion would normally warp the barrel due to gas pressure. The Boltgun uses an ingenious method to prevent this.

As well as the rocket propellant, a tiny amount of conventional charge is also utilized. This charge is just strong enough to force the bolt out of the barrel and ignite the bolt's propellant. The rocket-propellant is carefully fused to ignite just after leaving the barrel, alleviating any possibility of pressure build-up. The bolt then accelerates away towards the target under its own power.

The standard boltgun ammunition is designed to penetrate the target and then detonate, causing immense damage to the target and leaving little opportunity for survival.



very complex, probably why some of us are so obsessed with the marines and their ♥♥♥♥..



http://warhammer40k.wikia.com/wiki/Bolt ... n_Variants

^ there you guys go, now make it.


Also, if you ask me if data enables weapon modding a solid selling point of this mod could be the amount of different kinds of ammo available for all its weapons. there's one bolt that injects acid into the victim.


Sun Jan 25, 2009 7:06 pm
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Post Re: WH40k basic space marines.
That's just exactly like my bolter works, the only thing I can't do (which I don't think is possible in CC) is to actually penetrate an actor and then explode; you're stuck with either hitting the actor and bouncing off or hitting it and exploding. I think pixels are the only thing that can actually penetrate an actor and go out the other side, and they can't explode.


Sun Jan 25, 2009 7:59 pm
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Data Realms Elite
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Post Re: WH40k basic space marines.
Solace wrote:
That's just exactly like my bolter works, the only thing I can't do (which I don't think is possible in CC) is to actually penetrate an actor and then explode; you're stuck with either hitting the actor and bouncing off or hitting it and exploding. I think pixels are the only thing that can actually penetrate an actor and go out the other side, and they can't explode.

MosParticles can, though it'll rape the actor, through to the core and his buddiens in the room.


Sun Jan 25, 2009 8:19 pm
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Post Re: WH40k basic space marines.
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Last edited by NeoSeeker on Sun Jan 25, 2009 10:59 pm, edited 1 time in total.



Sun Jan 25, 2009 9:54 pm
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