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 Farvan Simple Mods(all in one RTE now, thank ROY-G-BIV) 
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Joined: Sat Dec 02, 2006 11:51 pm
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Post Farvan Simple Mods(all in one RTE now, thank ROY-G-BIV)
Have any problems just tell me, I will try to fix it.
Thank you smithno13 for the gifs
A BIG THXS TO ROY-G-BIVfor fixing all the string names and putting this all in one folder

WolfWood's guns both normal and ALImage


Flying Death Spark Balls
Image


Flying Cannon
Image


Drunk Missile Launcher
Image


Reflect shield
Image


(not what it looks like now, but pretty much the same)
http://img.photobucket.com/albums/v311/ ... ckhole.png

The World(old gif)
Image


Steamroller
Image

1st:
Cross Punisher(Trigun)
A powerful Rifle
Doubles as shield

sub: Cross Punisher ALt
A small missile launcher that will kill pretty much anything in one hit
the blast radius is small

2nd:Jackal(Hellsing)
A very powerful Pistol
With a equally powerful knockback

3rd:Reflect shield(Looks just like riot shield)
It will knock back any small arms fire

4th: Flying Cannon(Looks just like a normal dropship)
A normal dropship that shoots out objects at 200 velocity
Comes with a Heavy object to shoot

5th: Drunk Missile Launcher
Fires 4 missiles that will fly off in the general direction you fired them

6th: Black Hole Nade
A grenade once tossed with open a vortex for a short amount of time killing everything it touches

7th: Spark Death Ball
Balls that fly in every direction and kill anything they touch
not really useful as a weapon since they will kill you and mostly will dig into the ground.
A recreation of the everlasting sparkballs and me testing out glow.

8th: The world:
Dio Brando Stand punches so fast it appears to be standing still.

9th:Steam roller:
Dio comes down and crushes your foe then disappears.


-updates-
I've reduce the weight of both Cross punisher's by half so you can carry both the pricing is still the same
Blackhole nade doesn't have the same power as before, I've reduced it to reduce lag

-update-
Blackhole Nade is now a bit more powerful and shoots a bit more

-updated-
The world is being updated to be more useful.

The World is now in front and will block alot of things from hitting you.
download the patch ini and replace the old one

also thansk harse29 of sprite database for the sprites...not like he is going to see this...but still.


Attachments:
File comment: Each Weapon in there own stand-alone folder.
Weapons.zip [2.29 MiB]
Downloaded 372 times
File comment: A BIG THANKS TO ROY-G-BIV FOR MAKING THIS HAPPEN
Weaponall.rte.rar [2.01 MiB]
Downloaded 396 times


Last edited by FarvanTorna on Thu Jun 12, 2008 12:15 am, edited 40 times in total.

Tue Jun 03, 2008 1:25 am
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Post Re: Farvan Simple Mods
You should make actors to go with the guns :D


omfg WRIIIIIIII


Last edited by NeoSeeker on Thu Jun 12, 2008 8:16 pm, edited 1 time in total.



Tue Jun 03, 2008 1:47 am
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Location: Sweden, Hallstavik
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Post Re: Farvan Simple Mods
Mmm... Two guns from my favorite Animes :3. (Though my average Anime consumption is 1 series per year)

Though you should make two versions of the Cross Rifle since it can fire Rockets too.


Tue Jun 03, 2008 7:50 am
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Post Re: Farvan Simple Mods
good idea
I will work on the rocket.






Image
also working on remaking my 3d version of the cross punisher(first one has ugly mesh work)


Wed Jun 04, 2008 12:48 am
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Post Re: Farvan Simple Mods
The flying cannon references "Path = Cannon Template.rte\Sounds\Explode2.wav" which does not exist in the file.


Wed Jun 04, 2008 5:20 pm
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Post Re: Farvan Simple Mods
Wait....why does the flying cannon have that?
it is just a normal dropship with the exit velocity changed.
You sure that is the correct file path.

-edit-
n/m
forgot I added the TD into it.
you can just delete it the line...n/m I will just reload without that.

-edit-edit-

it is fixed and reuploaded


Wed Jun 04, 2008 10:19 pm
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Post Re: Farvan Simple Mods
cool guns. :grin: you could make some awesomesauce actors for these.


Thu Jun 05, 2008 9:59 pm
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Post Re: Farvan Simple Mods
never been big on actors,but
I am almost done with wolfwood's missile launcher
thanks to the pelican mod for showing me how to add trails.


Fri Jun 06, 2008 2:37 am
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
W00t!
From what I hear from Numgun, the Black hole nade sounds sweet.


Sat Jun 07, 2008 12:41 pm
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
It is pretty nice(just as long as you don't jump into it)
The theory behind it was pull everything to the center, but it usually just ends up sucking in and spitting out.


Sat Jun 07, 2008 1:57 pm
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
Back then I loved playing a mad scientist by placing 2 of the blackhole nades close to each other and them activating them so their radius's would overlap each other causing a sinister chainreaction that makes both of the vortexes grow and eventually go unstable that they suck and rape everything outside their radiuses. It was like the reactor thingy in spiderman 2 that the octopussy scientist man created.


Sat Jun 07, 2008 5:58 pm
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
Science Squid, his name was Science Squid.

Also, the blackhole grenade is easily the best thing ever. It doesn't lag!


Sat Jun 07, 2008 6:04 pm
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
Hmm, its not like the old one... oh well, it gives me a clearance to re-create the original one then! >: )


Sat Jun 07, 2008 9:23 pm
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
to recreate the old one
all you have to do is up the velocity and particles per minutes.
you have to make it 90000 particles per minute to get it like the old one and a velocity of 500

also currently working on death fairies
also next update will be updating the blackhole a little weak for my taste.

I just trapped a dropship with blackhole


Sat Jun 07, 2008 11:06 pm
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Location: Largo, Florida
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Post Re: Farvan Simple Mods(2 updates(BlackHole Nade, Drunk Missile)
Okay what the hell. If you're going to have them each having their own .rte, then why make them dependent on each other? The only thing here I want is the black hole, but it's dependent on null in Wolfwood.

Please either put them all in one .rte or make them all stable on their own.


Sun Jun 08, 2008 2:18 am
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