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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: DarkStorm Military Technologies - Updated 11/9/08
I've been doing some quick tests with the concrete sprayers and they seem to have the same problems - even the default ones. AK rounds were cutting up a block of spray-set concrete with ease.
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Sat Nov 15, 2008 4:57 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 11/9/08
Maybe you should use that other method you were going to use before you realized sticky particles would work just as good.
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Sat Nov 15, 2008 5:09 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 11/9/08
Perhaps it's a bug that needs to be fixed.
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Sat Nov 15, 2008 5:59 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: DarkStorm Military Technologies - Updated 11/9/08
Hey Darlos, have you checked the thread in Mod making called 'IsScrap' because that may help.
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Sat Nov 15, 2008 6:18 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/9/08
Exalion wrote: Hey Darlos, have you checked the thread in Mod making called 'IsScrap' because that may help. I've been there. It didn't help. Well some progress: I created the chaff grenade. It's pretty fun. Actors near it will spaz out looking all over the place. I also have it spawn 4 small "actors" that float around and cause the enemies to fire into the cloud. Your own actors will get dazzled by the gibbing sparks, but they won't fire at the fake actors. Which is good, because I found out that even if there's a bunch of gibs going, actors will aim and fire at visible enemies, rather than stare at gib locations. So your own guys will fire at the enemies while they fire at the decoys. One little problem: for some reason it can make the game freeze when it goes off now and again. It seems to not happen when I just have 4 actors come out, but... it might just be a lower chance. I'm not sure whats causing it, as I'm just spawning actors. Heck, my grenade launcher (which is now a bouncing proximity grenade launcher) puts out more actors at once than it does, and no freezing happens there. Well, next order of business: a decent anti-armor sniper rifle. Then an automatic grenade launcher for the Shoguns. Then maybe a dropship redesign. Man, B22 rocks. I feel like I'm modding for a whole new game.
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Sat Nov 15, 2008 7:13 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/9/08
i know, its damn fun no idea what would cause the crashing, are there many emitters happening? [silly question] i just did the most stupid thing, btw. was making copyofs. forgot to change the presetname to copyof in 2 instances in a huge file. save, close, open CC, crash. "whut?" took me about 10 min to find the bloody things ><
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Sat Nov 15, 2008 7:27 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 11/9/08
Do you have any plans to add any form of teleportation to this mod?
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Sat Nov 15, 2008 7:43 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/9/08
CandleJack wrote: Do you have any plans to add any form of teleportation to this mod? That'd be a no, considering that there is no teleportation in CC.
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Sat Nov 15, 2008 9:02 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 11/9/08
There could well be in the future.
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Sat Nov 15, 2008 9:07 am |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: DarkStorm Military Technologies - Updated 11/9/08
Man, the prospect of amazing new features in future builds is like crack to some of you people isn't it?
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Sat Nov 15, 2008 9:50 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/9/08
exactly. mod with what you have now.
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Sat Nov 15, 2008 10:16 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 11/9/08
I mean, with further engine (or user-cheekiness) advances, and Lua implemented on actors generated in game, not as a result of Lua script, it could happen. Alternatively you could just use crafts that sit there, take people in one end, and shoot them out the other.
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Sat Nov 15, 2008 10:50 am |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DarkStorm Military Technologies - Updated 11/9/08
Winterous wrote: you could just use crafts that sit there, take people in one end, and shoot them out the other. You mean kinda like this?
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Sat Nov 15, 2008 11:26 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: DarkStorm Military Technologies - Updated 11/9/08
Sorta, but the exit hole could be detached, and halfway across the map. So it's like a tellyporta.
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Sun Nov 16, 2008 12:25 am |
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Arnkh
Joined: Sun Nov 16, 2008 6:04 am Posts: 29
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Re: DarkStorm Military Technologies - Updated 11/9/08
OK, now that I (finally! :E) managed to register here, I want to say that your mod is absolutely awesome.
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Sun Nov 16, 2008 6:35 am |
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