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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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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.
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Thu Dec 04, 2008 4:05 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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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.
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Thu Dec 04, 2008 5:22 pm |
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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 11/22/08
somehow i dont think darlos wants such an overpowered weapon in his mod..
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Thu Dec 04, 2008 11:30 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: DarkStorm Military Technologies - Updated 11/22/08
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?
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Fri Dec 05, 2008 3:12 am |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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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.
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Fri Dec 05, 2008 5:18 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: DarkStorm Military Technologies - Updated 11/22/08
If a gun has GetsHitByMOS off, last I checked, it can't be picked up.
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Fri Dec 05, 2008 5:25 am |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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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.
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Fri Dec 05, 2008 6:24 pm |
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High6
Joined: Fri Apr 06, 2007 5:50 pm Posts: 16
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Re: DarkStorm Military Technologies - Updated 11/22/08
cool, downloaded.
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Sun Dec 07, 2008 8:16 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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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.
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Sun Dec 07, 2008 10:24 pm |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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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.
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Sun Dec 07, 2008 11:42 pm |
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Browncheese
Joined: Fri Dec 05, 2008 10:40 pm Posts: 17 Location: Ireland.i think i must be the only irish person here
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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
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Wed Dec 10, 2008 10:20 pm |
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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 11/22/08
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.
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Wed Dec 10, 2008 11:59 pm |
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Browncheese
Joined: Fri Dec 05, 2008 10:40 pm Posts: 17 Location: Ireland.i think i must be the only irish person here
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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. 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.
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Thu Dec 11, 2008 5:43 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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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)
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Thu Dec 11, 2008 5:54 pm |
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dracura
Joined: Mon May 12, 2008 8:44 pm Posts: 65
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Re: DarkStorm Military Technologies - Updated 11/22/08
He's quite right.
"Steel often melts at around 1370 degrees C (2500°F)."
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Fri Dec 12, 2008 5:15 am |
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