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 DarkStorm Military Technologies - Updated 6/11/09 
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Foa wrote:
Well atleast the D3 Jump Jet didn't trigger that bomb, but I didn't know it was an active bomb, and also, the chaff grenade doesn't shield you from harm.

Actually, I just realized that the grenade starts counting down as soon as you get ready tot throw it. So I just now changed it to where it doesn't start counting down until you actually throw it, the way it should be. I'll have to hold off on a re-release for a few days or something though.

Also, it isn't supposed to act as a shield. Stuff can still go through it. It just serves to confuse AI-controlled enemies.

Geti wrote:
it needs gibs.
ohkay, back from testing, things still get knocked out of my hands a bit easily but thats fine. electrolazer and mortar are great, the D7 is balanced now but it does need 7 rounds again. its currently "lucky 5", not nearly as cool. chaff is great :D
thanks for the update.

I actually just thought about this too. I suppose I could crank it up to seven shots. That would be more stylish, wouldn't it?

Also, a side note: not only can the "lucky seven" refer to the typical idea of 7 being lucky, but it can also refer to the seven Gods of Fortune from Shinto mythology.

You knew there had to be some kind of Japanese angle to it, didn't you?


Mon Nov 17, 2008 3:17 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
i like the grenade more this way. it means you can hold onto it and vanish in a flash. maybe actually put a large flash on it.. maybe not. :P


Mon Nov 17, 2008 3:37 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Everyone knows how weeabooish lucky seven sounds...

sounds like something from... killer 7.


Mon Nov 17, 2008 5:51 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Geti wrote:
i like the grenade more this way. it means you can hold onto it and vanish in a flash. maybe actually put a large flash on it.. maybe not. :P

Yeah. Actually, I'd kinda like it to be where you have the option to just throw it down and get an instant "Ninja Vanish!" effect. This'd require it to be easily gibbed or something though. Also, you couldn't bounce it around a corner easily.

Thoughts?


Mon Nov 17, 2008 4:32 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
This is... good? I wont even bother. :)

Guns and actors seem epic.
I think the chaff should use less the smoke-sprite.

Anyways, the TDExplosives with ActivatesWhenReleased
set to 1 activate their timer when they are trown.
But there seems to be some trouble or buggery with this,
as they seem to trigger also when dropped or switched back from the inventory.
Weird stuff.

Anyways, keep up the amazing work.


Mon Nov 17, 2008 4:42 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
findude wrote:
This is... good? I wont even bother. :)

Guns and actors seem epic.
I think the chaff should use less the smoke-sprite.

Anyways, the TDExplosives with ActivatesWhenReleased
set to 1 activate their timer when they are trown.
But there seems to be some trouble or buggery with this,
as they seem to trigger also when dropped or switched back from the inventory.
Weird stuff.

Anyways, keep up the amazing work.

Yeah, I just realized this. Actually, its even worse than you say. I'm thinking this is a bug, so I reported it in General:
viewtopic.php?f=4&t=12716


Mon Nov 17, 2008 5:30 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Amazing work, as usual. However, I think considering the way all the new faction weapons are, I think the turret drones need to be toned down slightly, due to a bit too much fire power. The small camera turrets though are fine the way they are though. :)

One, actually, two small peeves I have though. First, the class-specific guns (IE minigun shogun, Cryo shogun, etc.) I'd love it if I could just throw it onto a shinobi darklone rather than the bulky shogun darklone - I like getting around nice and fast. :P

Second one would be the grenade launcher... it seems a bit wonky, being honest. It'll sometimes explode on impact, other times it'll bounce off the way I hoped a grenade launcher would, and land where I need it. Is that still being worked with, or how exactly is it supposed to work? I'm kind of curious on that bit.

The work doesn't cease to amaze me, and I'll be watching for some more stuff. :D


Tue Nov 18, 2008 5:16 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
the nades always bounce in close combat with me, which is good for getting it around corners..
darlos, maybe make there be 2 versions of each one, ID and TD (impact detonated, time detonated)
like ID nade launcher, TD (current) nade launcher, ID chaff nade, TD (current) chaff nade.


Tue Nov 18, 2008 6:17 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Grenade launcher is the most fun weapon I've ever used, followed closely by Capnbub's Crobo laser weapon.

Top work.
Sprites also rock.

I still hate the fact I can't have my little darkstorm dudes with the big guns though, but I see why you've done it. I think I'm going to tweak the code...


Tue Nov 18, 2008 6:49 am
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
You want heavy weapons on regular units? Well, learn to mod, because I'm not releasing that way. There's something called balance.

Plus, the shoguns are a tidbit less cumbersome now. They can fly, just not for long.

As for having two different kinds of grenades available, it's possible. I might do it, if I feel it won't clutter up the menu too much.


Tue Nov 18, 2008 1:44 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Proximity grenade?

Activates when thrown and turns into one of those grenades that the nade launcher fires. Although the grenade bug might screw this up.

What about that electro grenade from the old pack? It was fun.


Tue Nov 18, 2008 1:48 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
numgun wrote:
Proximity grenade?

Activates when thrown and turns into one of those grenades that the nade launcher fires. Although the grenade bug might screw this up.

What about that electro grenade from the old pack? It was fun.

In theory, what you said isn't hard to do. Basically you just set the grenade to activate upon release, and give it a trigger time of 100 or something (1/10 of a second). It's what I already tried to do with the impact grenade version of the chaff grenade. And thusly is how I encountered the bug.

The old electric grenade might return in a somewhat less destructive form. Maybe as an EMP field that has sort of a Halo bubble shield effect. It'd have to have a similar "lock down an area temporarily" effect to be like my old one.


Tue Nov 18, 2008 7:14 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Grenades seem to blow up if you stand on them anyway, which is kind of silly.


Tue Nov 18, 2008 7:45 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
something about gibimpulselimit methinks. or you're using a fat actor.
electric grenade would be epic... as long as it only frazzled a little bit of the surface of the terrain :P
Darlos9D wrote:
You want heavy weapons on regular units? Well, learn to mod, because I'm not releasing that way.
As for having two different kinds of grenades available, it's possible. I might do it, if I feel it won't clutter up the menu too much.

1: im pretty sure exalion knows what hes doing ;)
2: it shouldnt.. it would be one extra slot in weapons (ID grenade launcher), and one in bombs. (ID Chaff)


Tue Nov 18, 2008 9:21 pm
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Post Re: DarkStorm Military Technologies - Updated 11/16/08 (again)
Could you possibly make some sort of airstrike that clears debris and grass? Or maybe, some sort of cleaning drone with exhaust that degrades weak terrain and long grav beam for collecting scraps from battle. Of course it wouldn't be that strong or else it would be a second abductor.


Tue Nov 18, 2008 9:38 pm
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