View unanswered posts | View active topics It is currently Sat Jan 11, 2025 6:23 pm



This topic is locked, you cannot edit posts or make further replies.  [ 2362 posts ]  Go to page Previous  1 ... 82, 83, 84, 85, 86, 87, 88 ... 158  Next
 DarkStorm Military Technologies - Updated 6/11/09 
Author Message
User avatar

Joined: Fri Feb 16, 2007 8:43 pm
Posts: 1695
Location: AH SHIT FUCK AUGH
Post Re: DarkStorm Military Technologies - Updated 11/22/08
numgun wrote:
Darlos9D wrote:
Except InheritsVel doesn't work with emissions from emitters.


It will in B23 ; )

The possibilities, they are greatly expanding. o_o

*Gets poked*

Oh, right. The newest version of these gentlemen is really well made. The fire of the flamethrower is... Fiery, and the guns work very well. The Electrolaser actually feels pretty electric, which i suppose was the point, but simulating strong electricity here in CC can be a real pain in the ass... One teensy tiny thing i do notice is that the frost glow of the Cryo Gun doesn't always show up, and frankly, it makes it look less frosty. Maybe pull an "EffectAlwaysShows = 1" on the glow particle? But apart from that, stellar job.


Thu Dec 04, 2008 4:05 pm
Profile WWW
User avatar

Joined: Mon Oct 06, 2008 2:04 am
Posts: 1559
Post Re: DarkStorm Military Technologies - Updated 11/22/08
As for an "Arc gun" I just use Electroclan's Tesla Coil.

I love it. Resprited it too. Think I posted the picture earlier.


Thu Dec 04, 2008 5:22 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/22/08
somehow i dont think darlos wants such an overpowered weapon in his mod..


Thu Dec 04, 2008 11:30 pm
Profile WWW
User avatar

Joined: Sun May 18, 2008 8:30 am
Posts: 732
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Would it be possible to prevent an actor from picking up weapons by making its arms GetsHitByMOs = 0? Also, couldn't you do the same with a gun if you didn't want it to get knocked out of an actor's hands?


Fri Dec 05, 2008 3:12 am
Profile
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Post Re: DarkStorm Military Technologies - Updated 11/22/08
The only way to keep an actor from picking stuff up is to take off his arms. Making the gun GetsHitByMOs = 0 would keep it from getting knocked out of someone's grip, I think, but a more straightforward way would be to increase its JointStrength.


Fri Dec 05, 2008 5:18 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Post Re: DarkStorm Military Technologies - Updated 11/22/08
If a gun has GetsHitByMOS off, last I checked, it can't be picked up.


Fri Dec 05, 2008 5:25 am
Profile WWW
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Post Re: DarkStorm Military Technologies - Updated 11/22/08
TheLastBanana wrote:
If a gun has GetsHitByMOS off, last I checked, it can't be picked up.

Just tested it: Looks like I was wrong.


Fri Dec 05, 2008 6:24 pm
Profile

Joined: Fri Apr 06, 2007 5:50 pm
Posts: 16
Post Re: DarkStorm Military Technologies - Updated 11/22/08
cool, downloaded.


Sun Dec 07, 2008 8:16 am
Profile WWW
User avatar

Joined: Wed Jul 30, 2008 10:27 pm
Posts: 272
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
Boba_Fett wrote:
As much as I hate to say it, I personally liked the old DarKlones better. They were more like ninjas with their swords and spears.
These guys are okay.

HEY EVERYONE. BUMPING A POPULAR THREAD SO I CAN MAKE A VAGUE POINTLESS COMPLAINT. I R SO COOL.

Hmm.. Apparently some people in this thread aren't open to suggestions.


Sun Dec 07, 2008 10:24 pm
Profile
User avatar

Joined: Fri Jun 01, 2007 12:17 am
Posts: 106
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Great version. For those who remember me as a balance fanatic (no, things have NOT changed) I'm fairly satisfied with this mod. From a gameplay perspective, all the equipment for this faction (as well as the actors) have seriously impressive aspects coupled with major weaknesses, which gives them an interesting balance (ie: the tengu and shinobi's flight methods, the minigun etc.) Good show, this makes me want to get the Transients revision out soon, heavy weapons for the armsuit included.


Sun Dec 07, 2008 11:42 pm
Profile WWW
User avatar

Joined: Fri Dec 05, 2008 10:40 pm
Posts: 17
Location: Ireland.i think i must be the only irish person here
Post Re: DarkStorm Military Technologies - Updated 11/22/08
erm.........does this work with B22 or did somehing just fudge up when i downloaded it? :-(

it doesn't show up in the buy menus :-(


Wed Dec 10, 2008 10:20 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Post Re: DarkStorm Military Technologies - Updated 11/22/08
yes it does work with the current build.
a few questions to determine what went wrong:
1: does it load (watch out for DarkStorm.rte in the loading sequence)
2: if no, did you extract it?
3: if yes, does DarkStorm.rte contain another folder called DarkStorm.rte?
4: if no, try moving DarkStorm.rte to C:\Program Files\Data Realms\ and then back into C:\Program Files\Data Realms\Cortex Command\
if none of this works, reDL it.


Wed Dec 10, 2008 11:59 pm
Profile WWW
User avatar

Joined: Fri Dec 05, 2008 10:40 pm
Posts: 17
Location: Ireland.i think i must be the only irish person here
Post Re: DarkStorm Military Technologies - Updated 11/22/08
nothing seems to work but in the index.ini would the line
Code:
modulename = Darkstorm Industries
be wrong.i think it might be just meant to be called Darkstorm. :cry:

Edit:didn't work :(

Edit2:is there something wrong with the download because there is no activities.ini and there usually is one for factions.


Last edited by Browncheese on Thu Dec 11, 2008 6:13 pm, edited 2 times in total.



Thu Dec 11, 2008 5:43 pm
Profile
Forum Moderator
User avatar

Joined: Fri Feb 02, 2007 3:53 pm
Posts: 1896
Location: in my little gay bunker
Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
--D72 Flamethrower--
Ammo: Jet Fuel
Capacity: Dual 250 liter cylinders
Rate of Fire: 4000 liters/min
Effective Range: ~200 m

This devastating weapon fires a stream of ignited jet fuel, which burns in excess of 250 degrees celsius. Such temperatures can quickly incinerate organic matter and melt light metal and circuitry. Unfortunately, because the fuel burns so hot, it also burns rather quickly. This limits this weapon to only being effective at moderate ranges. It is typically best used within enclosed spaces.


250° Celsius is hilariously low Darlos :| (p3lb0x gains 150 smartass points)


Thu Dec 11, 2008 5:54 pm
Profile
User avatar

Joined: Mon May 12, 2008 8:44 pm
Posts: 65
Post Re: DarkStorm Military Technologies - Updated 11/22/08
He's quite right.

"Steel often melts at around 1370 degrees C (2500°F)."


Fri Dec 12, 2008 5:15 am
Profile
Display posts from previous:  Sort by  
This topic is locked, you cannot edit posts or make further replies.   [ 2362 posts ]  Go to page Previous  1 ... 82, 83, 84, 85, 86, 87, 88 ... 158  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.060s | 14 Queries | GZIP : Off ]