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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Tue Apr 01, 2008 4:49 pm
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Post Re: Toybox (1.2.0)
Much needed update; see the first post for details. :)


Sun Jun 08, 2008 7:11 pm
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Post Re: Toybox (1.2.1)
A little bump to warn the people who downloaded 1.2.0;
it's better to use 1.2.1 if you want to use the actors, since they were a little too tough. Mainly being too tough to dig through when they are dead, thus making impassable blockades for the AI.
They also gib sooner now and flying at ridiculous speeds and crashing into a building now kills the actor.


Mon Jun 09, 2008 12:39 pm
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Post Re: Toybox (1.2.1)
Aww... I can't see my favourite gun...
The Browning M2...
I know it's a heavy machine gun, but thicker actors could wave it around effortlessly.


Mon Jun 09, 2008 2:51 pm
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Post Re: Toybox (1.2.1)
Ooh, actors, with that many and it's own dropship, this would be great for an activities.
EDIT: Oh hey, it already does, woo.


Last edited by Tea on Mon Jun 09, 2008 4:23 pm, edited 1 time in total.



Mon Jun 09, 2008 3:45 pm
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Post Re: Toybox (1.2.1)
Make a wooden toy box that acts as a drop pod.


Mon Jun 09, 2008 4:02 pm
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Post Re: Toybox (1.2.1)
Is... Is.. Is that doom marines!!! Dl'ed on the spot!


Mon Jun 09, 2008 4:02 pm
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Post Re: Toybox (1.2.1)
Nathrak wrote:
Aww... I can't see my favourite gun...
The Browning M2...
I know it's a heavy machine gun, but thicker actors could wave it around effortlessly.


The Browning M1919 has been in there from day one. :) As far as I know the Browning M2 is basically a variant to shoot down airplanes.


Mon Jun 09, 2008 4:31 pm
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Post Re: Toybox (1.2.1)
By any chance are you going to fix it so the actors actually bleed. I love the actors, but I hate how they act to gun shots.


Mon Jun 09, 2008 5:39 pm
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Post Re: Toybox (1.2.1)
Have 1.2.0 or 1.2.1? They should certainly bleed in the latter.
Keep in mind that every one of these guys is at least stronger than the strongest vanilla actor. Weak pistol shots won't do miracles. Actors@250 gold cost won't start bleeding unless you bring something heavy to puncture their 'shield'.


Mon Jun 09, 2008 6:06 pm
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Post Re: Toybox (1.2.1)
Excellent stuff. I can never have too many guns, so you guys' work on this mod is appreciated. I especially enjoyed the Doom shotgun, as I've probably killed more video game enemies with that than with any other gun ever, and it's great to pick it up yet again. I don't know if this was intentional for reasons of game balance, but the interval between shots on the Doom rocket launcher seems a little long.

If you're going to remake any other weapons from classic games with the original sounds, may I request System Shock's Skorpion?


Mon Jun 09, 2008 9:00 pm
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Post Re: Toybox (1.2.1)
Or maybe the TDI Kriss or TDI Vector

It's not my favorite gun, see:Sig.
But it looks pretty cool.

EDIT: Aparently, DEW (Directed Energy Weapons) are being made now.
That'd be cool to use in CC too.


Mon Jun 09, 2008 9:36 pm
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Post Re: Toybox (1.2.1)
holy ****
thats a lot of stuff.


Tue Jun 10, 2008 3:31 am
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Post Re: Toybox (1.2.1)
Don't know.
Only thing I know is that it's more badass. *grin*
EDIT: Well, wiki says it's good vs. anything (even light fortifications) except heavy armor (like that of a tank or a ship).
"Moar dakka" basically.


Tue Jun 10, 2008 7:12 am
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Post Re: Toybox (1.2.1)
RedSonSuperDave wrote:
I especially enjoyed the Doom shotgun, as I've probably killed more video game enemies with that than with any other gun ever, and it's great to pick it up yet again.


Same here. Good times... :)

The rocket launcher firing slowly is indeed for balancing. I don't want any gun to be gruesomely overpowered so I had to limit it somewhat.

Dunno if I'll add more bullet/other game related weapons. For now it's already freakishly long to scroll through in the game. I am working on a flamer, since that is something that really misses in this list of variety. I'll look it up though. Perhaps I'll love it. :) (I never played System Shock.)

Thanks, all. I am glad this stuff is liked. :grin:


Tue Jun 10, 2008 10:07 am
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Post Re: Toybox (1.2.1)
Gotcha! wrote:
Have 1.2.0 or 1.2.1? They should certainly bleed in the latter.
Keep in mind that every one of these guys is at least stronger than the strongest vanilla actor. Weak pistol shots won't do miracles. Actors@250 gold cost won't start bleeding unless you bring something heavy to puncture their 'shield'.


I havn't tested out 1.2.1 when I posted that last comment. Now that I have, I must say I'm glad the actors bleed.

but just wondering, shouldn't there be a dual uzi? I would like to make a recon enemy come down with dual uzies

edit: never mind, I fixed it. I can upload the code later for anyone that doesn't know how to.


Tue Jun 10, 2008 3:19 pm
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