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 casey's dragon/fox robonaught [update!!!] alpha released! 
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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: not sure how my spider walker should look
I'm yet to see anyone do it, but if you want awesome spider look, make the 'knees' higher than the body. that'll look awesome.
good luck.


Thu Mar 13, 2008 8:21 am
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Joined: Tue Jul 03, 2007 12:33 am
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Location: Elsewhere.
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Post Re: not sure how my spider walker should look
I was actually intending to do that at some point.
It'd make it easier to walk on rough ground.


Thu Mar 13, 2008 8:29 am
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Joined: Wed Dec 27, 2006 10:05 pm
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Post Re: casey's dragon/fox robonaught
i picture it moving in more of a galloping motion

[update]
pretty much done with the turret but the sprite is messed up[edit]ingame[/edit], could anyone download it and see what's wrong. i can't fix it

[edit]moved everything to the first post

[update] weapon's sprites are fixed

[update] thought of name, and found a reliable picture editor. body sprites created, but still need to be shaded.

it works! things are coming together very well


Fri Mar 14, 2008 8:18 pm
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
Alpha released!!!!!(sorry for the double post but it's big news, in regards to my mod)


Tue Apr 22, 2008 11:31 pm
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
Wicked, I'll try it now.

*edit*
Pretty cool looking, legs need to be longer, and the gun needs to do damage, currently it's a water gun.


Wed Apr 23, 2008 6:35 am
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
when I said no leg animations yet, that means the leg is stuck in it's shortest position. as for the gun i'll see what I can do, I made it after my other weapon, the difference is that the particles are more focused but there are less(particles).


Wed Apr 23, 2008 10:06 pm
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
Oh, that's why.
Well what I mean by it's a water gun is, people don't die from it, give them a bit of sharpness or a lot more mass.

And also he needs to be able to aim more, it's a tiny angle right now.


Wed Apr 23, 2008 10:38 pm
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
yeah, i know the angle is small, but i made it like that because i kept accidently shooting at the head.


Thu Apr 24, 2008 10:36 pm
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
:S
You could just make it so the bullets ignore it.

It's a variable in the weapon

Code:
FireIgnoresThis = 1


Fri Apr 25, 2008 2:44 am
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Location: Plymouth, NC
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
FireIgnoresThis = 1 would only make the bullets ignore the gun, not the actor.

♥♥♥♥, my bad, they do ignore the actor.


Fri Apr 25, 2008 3:05 am
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
oh, well shouldn't the bullets go through him anyway?


Fri Apr 25, 2008 3:08 am
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
no, because that would be stupid

btw: i'm trying to let the range be wider by adjusting the default aim angle but when the actor moves the angle returns to 0


Sat Apr 26, 2008 7:24 am
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
Err...
What I mean it, take this for example:

When you shoot a gun at the roof, the bullets fall down.
If they're up there for long enough, the firer gets hit by them, otherwise they go straight through.

So isn't there like, a time limit on the bullets, that until reached the bullets clip through you?


Sat Apr 26, 2008 7:29 am
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Post Re: casey's dragon/fox robonaught [update!!!] alpha released!
well i don't really know of a way to make that work at the moment, but i don't really want to anyway.

P.S. ive strengthened the gun, but haven't posted it. to strenthen it go to "mantis.rte/LPSCT/LPSCT.ini" in there go to "instancename = LPSC Round" and change "ParticleCount =" to 11

P.S.S. anyone want to make the leg animations, i'll give you credit if you do


Sat Apr 26, 2008 7:21 pm
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