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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Raintail99 wrote:
7zip is good, however I prefer .zip, as it is universal. Rar opens zip, NOT vice versa. Rar users, I'm sorry, deal with zip. Some of us don't use rar.


Last I checked, WinZIP archiver supports .rar, and I'm sure free archivers (such as 7zip) also support it.

You have no excuse beyond laziness.

~~

Any chance of making a 'template' Shogun (like the MG/Cryo/etc.) that deploys with the RPG?


Sat Nov 22, 2008 7:25 pm
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Post Re: DarkStorm Military Technologies - Updated 11/20/08
Arcalane wrote:
Any chance of making a 'template' Shogun (like the MG/Cryo/etc.) that deploys with the RPG?

No. You can just add the RPG to its inventory like you would anything else. You have no excuse beyond laziness.

Anyway, new update. I've added the D9 defense field generator. Long story short, its like a bubble shield from Halo 3. Also, I attempted to fix lag issues with the chaff grenade, so let me know how that goes. And I made it so all of the explosives have shrapnel and force-particles that are InheritsVel = 0. This means the shrapnel will fly out from an explosive in an even spread in 360 degrees, rather than all of them flying in the same direction as the explosive, or bouncing away from things.


Sat Nov 22, 2008 9:44 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Are cyborgs too much of an abomination in the DarkStorm's eyes for them to use them?


Sat Nov 22, 2008 9:47 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
CandleJack wrote:
Are cyborgs too much of an abomination in the DarkStorm's eyes for them to use them?

Not abominations. Just inefficient. Well-made nanomachines are much more bio-friendly, and result in the same amount of extra resilience and super-strength, if not more.


Sat Nov 22, 2008 9:54 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
can;t wait for the kappa


Sat Nov 22, 2008 9:59 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I was thinking the Oni could be an alternative way to deploy troops. You basically send it down in a super ship and it gets past the enemy's defenses. Then, it throws clones in tubes into their base where they don't have to deal with heavy external defenses.

Edit: It really doesn't seem to have any real use right now, but it would be good for an activities or if someone makes a mission where you have to face DarkStorm turrets.

Edit: The defense field works perfectly.


Sat Nov 22, 2008 10:05 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
10050 wrote:
can;t wait for the kappa

Thanks for mentioning that. The Kappa is being replaced by the Kitsune, and I just updated the first post accordingly. It'll actually be even MORE awesome. I think its something that'll have to wait until full-blown Lua though, since right now creating something that runs on all fours, clings to walls, and is equipped with several different usable devices is beyond current scripting.


Sat Nov 22, 2008 10:25 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
The new force field is nice. Wish it were easier to enter though.


Sat Nov 22, 2008 10:58 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Just noticed the smoky muzzleflash on the cryo gun. Very pretty. Also shield generator is good fun.


Sat Nov 22, 2008 11:00 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
The force field is great.
A shinobi inside it survived mah nuke :shock:

Cryo looks good now, and chaff lags a lot less. I miss those lil' star-glitters tho.

[General chitchat about epicness of this]


Sat Nov 22, 2008 11:39 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Subiw wrote:
Just noticed the smoky muzzleflash on the cryo gun. Very pretty. Also shield generator is good fun.



I noticed this on the turret.

Turret is insanely overpowered but it looks pretty. ♥♥♥♥


Last edited by NeoSeeker on Sun Nov 23, 2008 10:12 am, edited 1 time in total.



Sat Nov 22, 2008 11:40 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
NeoSeeker wrote:
Subiw wrote:
Just noticed the smoky muzzleflash on the cryo gun. Very pretty. Also shield generator is good fun.



I noticed this on the turret.

Turret is insanely overpowered but it looks pretty.

If only the AI was smart enough to snipe the turrets, or hit them with rockets.


Sun Nov 23, 2008 1:26 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Have you thought about making a regenerator? Also, if you ever figure out the shield emitter thing, maybe you could add wounds on certain places that emit shields for a while(this seems like something you would put on a brain unit shogun).


Sun Nov 23, 2008 1:37 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
NeoSeeker wrote:
Subiw wrote:
Just noticed the smoky muzzleflash on the cryo gun. Very pretty. Also shield generator is good fun.



I noticed this on the turret.

Turret is insanely overpowered but it looks pretty.

If only the AI was smart enough to snipe the turrets, or hit them with rockets.


yeah but right now the only thing that be takin out turrets is drop ships, sometimes actors but that's only when the ai on the turret goes retarded.


Sun Nov 23, 2008 2:37 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
gah, another update.
when you say the particles are inheritsvel = 0, do you mean all? i think it would probably be better if some of the explosion carried forwards, but thats just me.
ill get it asap, have to study now..
oh, also: candlejack, certainly he could make shield wounds, but that seems a bit cheating, like "well you shooted mah guy, hesa stomp you hard nao cuz he cant be hurted."
i just love how balanced all this stuff is, while still retaining super-coolness.

ice nade?
i know you dont want to go overboard on the bombs, but still.
maybe have planted explosives for the shogun elements rather than grenades..


Sun Nov 23, 2008 4:26 am
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