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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: Crobotech Mod Beta 2
FireBlizzard wrote: Sorry Kowie but, The laser can only kill vanilla's
The explosives inside the laser can kill ANYTHING with the right amount of shots (Laser cant even dmg the DarkKlones, but the explosives can)
(Last time I tested atleast) Actually, with my new iteration, if you hear that "thump" sound when they get hit, then they're taking damage. Wounds and dents actually count towards gibbing them now, both their armor and their actual body parts.
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Tue May 27, 2008 5:03 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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 Re: Crobotech Mod Beta 2
I tested this on a CRobo to end this, the laser did some damage but the explosion killed him. Therefore, the explosion is more powerful.
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Tue May 27, 2008 7:47 am |
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Kowie654
Joined: Tue Apr 24, 2007 12:48 pm Posts: 149 Location: In a Lab deep underground researching the secrets of tha whoop
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 Re: Crobotech Mod Beta 2
What I am trying to say is that Capnbubs should make the laser do next to nothing damage and the explosion bit stronger
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Tue May 27, 2008 9:51 am |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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 Re: Crobotech Mod Beta 2
Well I don't know then, I must have a different release of the weapon that somehow didn't get overwritten because when I use it, laser itself = instagib, explosion = tickle.
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Tue May 27, 2008 10:00 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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 Re: Crobotech Mod Beta 2
The laser does rip vanilla units to shreds, and the explosion hardly ever hits them if they survive the laser. That's probably why.
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Tue May 27, 2008 11:24 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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 Re: Crobotech Mod Beta 2
Kowie654 wrote: What I am trying to say is that Capnbubs should make the laser do next to nothing damage and the explosion bit stronger Perhaps (And guys, I said the last time I tested, computer screwed up CC right now and theres a problem with .rubber or something among those lines) EDIT1: Just havnt bothered trying to fix it XD
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Tue May 27, 2008 11:54 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: Crobotech Mod Beta 2
How do you make the shot from the shotgun so spaced out like that?
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Sat May 31, 2008 10:31 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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 Re: Crobotech Mod Beta 2
ParticleSpreadRange.
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Sat May 31, 2008 12:07 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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 Re: Crobotech Mod Beta 2
The variable your looking for is under 'AddAmmo = Round' and is 'Separation'. That tells the game how far apart horizontally the rounds should be spread.
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Sat May 31, 2008 12:11 pm |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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 Re: Crobotech Mod Beta 2
OMGOGMGOGM! SEX.
The sprites look wicked, and I can't wait to try out the new actors.
I hope the guns are balanced.
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Sat May 31, 2008 3:14 pm |
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Khyour
Joined: Tue May 08, 2007 2:12 pm Posts: 15 Location: Malaysia
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 Re: Crobotech Mod Beta 2
capnbubs wrote: The variable your looking for is under 'AddAmmo = Round' and is 'Separation'. That tells the game how far apart horizontally the rounds should be spread. Then what does ParticleSpreadRange change?
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Sat May 31, 2008 3:23 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Crobotech Mod Beta 2
capnbubs wrote: The variable your looking for is under 'AddAmmo = Round' and is 'Separation'. That tells the game how far apart horizontally the rounds should be spread. Um what. Seperation is used for lag calculation and shouldn't really be changed if you don't know what it does. ParticleSpreadRange is what's used for multiple ParticleCount weapons.
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Sat May 31, 2008 6:22 pm |
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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: Crobotech Mod Beta 2
Grif wrote: capnbubs wrote: The variable your looking for is under 'AddAmmo = Round' and is 'Separation'. That tells the game how far apart horizontally the rounds should be spread. Um what. Seperation is used for lag calculation and shouldn't really be changed if you don't know what it does. ParticleSpreadRange is what's used for multiple ParticleCount weapons. No, he got it right. I know because my shotgun I made has horizontal spread on its shot after i changed separation to 20.
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Sat May 31, 2008 6:26 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Crobotech Mod Beta 2
Is that why my sniper with ParticleSpreadRange = 0 has 4 bullets that fly as one, but when I make the range higher, they don't all fly together?
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Sat May 31, 2008 6:34 pm |
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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: Crobotech Mod Beta 2
Grif wrote: Is that why my sniper with ParticleSpreadRange = 0 has 4 bullets that fly as one, but when I make the range higher, they don't all fly together? It's probably because that's vertical separation, and you can't notice the horizontal separation because the tail is hiding any hint of the other bullets.
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Sat May 31, 2008 6:38 pm |
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