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Mushroom head
Joined: Thu Jun 21, 2007 8:37 pm Posts: 215 Location: Hangar 18, somewhere in finland
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Re: NO SKELLIES (petiton)
Morbo! wrote: If you don't like skellies, find my Skellies to Green clones mod. Yeah sounds better than "ultimate cortex coomand" only 1 new actor, santa clause skellie clone...
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Tue Aug 28, 2007 2:35 pm |
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Sgt Doom
Joined: Mon Aug 06, 2007 2:08 am Posts: 32
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Re: NO SKELLIES (petiton)
I would like it if someone made a mod replacing the skeleton actor with a zombie. Until then, skeletons are fine as they are. Robots are fine too, headshots own them.
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Tue Aug 28, 2007 5:08 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: NO SKELLIES (petiton)
Sure, i'll sign, what the heck.
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Wed Aug 29, 2007 2:08 am |
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Alechs
Joined: Sat Dec 09, 2006 9:37 pm Posts: 55
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Re: NO SKELLIES (petiton)
I hate Skellies automatically having riot shields. I hate riot shields period.
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Wed Aug 29, 2007 6:11 am |
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Data
DRL Developer
Joined: Tue Jul 27, 2004 8:02 pm Posts: 428 Location: AZ
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Re: NO SKELLIES (petiton)
Well now you guys can just remove the skeletons from the Base Defense activity in the Activites.ini...
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Thu Aug 30, 2007 5:31 am |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: NO SKELLIES (petiton)
AquaGeneral wrote: Just because the skellies and robots kill you all th time it does not make them annnoying dumbest comeback ever he's only saying this because it's hella fun to gib a human clone because of the gore
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Thu Aug 30, 2007 5:44 am |
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Kurrus
Joined: Sat Dec 30, 2006 11:15 pm Posts: 281
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Re: NO SKELLIES (petiton)
This topic is pretty much pointless now, because you can remove skeletons from the AI raids with ease
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Thu Aug 30, 2007 8:57 pm |
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Mushroom head
Joined: Thu Jun 21, 2007 8:37 pm Posts: 215 Location: Hangar 18, somewhere in finland
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Re: NO SKELLIES (petiton)
Data wrote: Well now you guys can just remove the skeletons from the Base Defense activity in the Activites.ini... But hey data, can you use own characters too?
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Thu Aug 30, 2007 9:13 pm |
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Robber
Joined: Tue Aug 21, 2007 5:30 pm Posts: 13
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Re: NO SKELLIES (petiton)
Yes, you can. But you need to edit some "index.ini"s.
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Thu Aug 30, 2007 9:51 pm |
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Mushroom head
Joined: Thu Jun 21, 2007 8:37 pm Posts: 215 Location: Hangar 18, somewhere in finland
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Re: NO SKELLIES (petiton)
It wont help...
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Sat Sep 01, 2007 5:21 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: NO SKELLIES (petiton)
lock this ♥♥♥♥.
and to the threadmaker, you sir are a ♥♥♥♥♥♥♥, cos if you dont like skellies, GET RID OF EM YOURSELF!!! and like grif said, if your dumb enough to make them annoying for yourself by standing right up close to them, you dont deserve to play CC.
period.
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Sat Sep 01, 2007 6:22 pm |
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RaggedDruid
Joined: Mon Aug 13, 2007 6:36 pm Posts: 161
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Re: NO SKELLIES (petiton)
I like skellies, but not only are they a royal pain in the ass to brainhunt with, the AI also abuses the hell out of them.
Solution: Recode the AI so it uses a more even balance of skellies/robots/clones, and give skellies a weak jumping ability (not jetpack).
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Sat Sep 01, 2007 9:28 pm |
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ChJees
Joined: Thu Jul 19, 2007 11:31 am Posts: 249 Location: Sweden, Hallstavik
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Re: NO SKELLIES (petiton)
Removing skeletons would be the most stupid idea ever. Why make Cortex Command less diverse?
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Sat Sep 01, 2007 10:35 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: NO SKELLIES (petiton)
Lol, i made them blue clones.
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Mon Sep 03, 2007 3:44 am |
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Mushroom head
Joined: Thu Jun 21, 2007 8:37 pm Posts: 215 Location: Hangar 18, somewhere in finland
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Re: NO SKELLIES (petiton)
Me too, and i changed robots to skellies lol...
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Mon Sep 03, 2007 1:16 pm |
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