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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Be sure to make the rocket launchers use real rockets now. Also, didn't you want your rockets to explode right before impact with the target?


Sun Nov 09, 2008 4:16 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
A lot more dangerous stock weapons too. The Revolver Cannon alone shatters just about anything I've tried it on so far.


Sun Nov 09, 2008 6:46 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
You can't base your definition of balanced off the coalition weapons. They still need tweaking to not be overpowered.


Sun Nov 09, 2008 6:48 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote:
Be sure to make the rocket launchers use real rockets now. Also, didn't you want your rockets to explode right before impact with the target?

Yep, I'll be working on that tomorrow, along with prettier explosions and trails. CapnBubs just opened a world of prettiness by allowing his flame animation to be put in Base.rte. Now can just say "hey, I'm just trying to make it match the vanilla content" while I rip off the animation that he made for his Crobo mod.

As for air-burst explosives, I'm still not 100% certain that's doable, if I still have to use the same method in order to do it. Then again... actors seem a lot more reactive now. Perhaps its feasible...

As far as other things go, I've created an in-game faction symbol, and changed every instance of InstanceName to PresetName. Oh, and my Tengus have nifty standing stances now too.

Things are looking up!


Sun Nov 09, 2008 7:46 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I just thought of something. You could make a floating drone with antigravity and give it a melee weapon that also propels it in a direction by using the secondary emission thing that the coalition rocket launcher uses.


Sun Nov 09, 2008 7:59 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
For the air-burst explosives, the only way I can think of is actors that have at a really small AI range.


Sun Nov 09, 2008 9:06 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Care to spoil the symbol? I'm interested.

Oh, and I'd love to see a "Heavy Shogun" or "Command Shogun" unit with a samurai platoon style banner with your icon on it, like these.


Sun Nov 09, 2008 9:08 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
I second that motion. Perhaps make the flag itself a holographic looking thing using glows (unsure if you can make indefinite glow effects though)


Sun Nov 09, 2008 10:30 am
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote:
Be sure to make the rocket launchers use real rockets now. Also, didn't you want your rockets to explode right before impact with the target?

Hmm, that just gave me another idea that probably won't work. Can you make attatchables for explosive projectiles? Probably not, but I was thinking that if something had a 'detonator' explosive in front which would be very small, and then the proper explosive its self, then it'd avoid the sort of deflection that goes on with RPGs and such (A dummy survived a direct hit from the Bazooka because none of the particles actually went in his directon. The only damage was caused by the weight of the projectile.


Sun Nov 09, 2008 1:06 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
You could make the rocket an actor and give it a gun that makes it self destruct when it sees an enemy.


Sun Nov 09, 2008 6:39 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
CandleJack wrote:
You could make the rocket an actor and give it a gun that makes it self destruct when it sees an enemy.


Winterous wrote:
For the air-burst explosives, the only way I can think of is actors that have at a really small AI range.


Sun Nov 09, 2008 11:02 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Yay, railguns! But where is the download?


Sun Nov 09, 2008 11:18 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
CmdrTimo wrote:
Yay, railguns! But where is the download?

I guess it was still uploading.


Sun Nov 09, 2008 11:27 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Gentlemen, BEHOLD! This mod is now B22 compatible.

Actually, it's more than just compatible. I've tricked out a lot of the special effects, using the new B22 stuff as a basis. Everything should look a lot better when it explodes. Also, I do believe I'm pioneering the way with external ballistics, as I've fully utilizes AirResistance in most of my weapons. In most cases, it has replaced LifeTime limitations, so projectiles will go as far as they can.

B22 aside, I have some new stuff. The electrolaser and shock mortar have been greatly retooled, and the electrolaser is now a Shogun-only weapon. Also, I threw in a light machine gun for regular infantry. And last, but certainly not least, there's now an even BIGGER turret, armed with a railgun.

Things to come: a grenade machine gun for the Shogun, a more conventional artillery piece for the new artillery turret, and perhaps air-burst explosives.


Sun Nov 09, 2008 11:32 pm
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Post Re: DarkStorm Military Technologies - Updated 9/7/08
Excellent stuff. The larger weapons look like they need a bit more contrast in shading, though, probably because of the dark outlines in the smaller weapons that provide contrast. Right now the railgun doesn't look shaded enough.

I'm diggin' the new effect on the mortar, but still sad about it only having a single charge now. Carpet-bombing a large area with the old one was quite fun. The sprites for the mortar and electrolaser are looking pretty cool now.


Last edited by Subiw on Sun Nov 09, 2008 11:48 pm, edited 1 time in total.



Sun Nov 09, 2008 11:37 pm
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