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 CaveCricket's Mini Mods *UPDATE (8-20-09) Tele bugs fixed 
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
I used the gravity gun because I was able to kill zalo's phoenix bot with it.


Tue Dec 30, 2008 9:04 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
you see the giant crab pile in the post up above,try doing that by using a drop crate full of crabs and EVERYBODY on the map explodes,except brains,for some reason.
Edit:hmmm happens with your flea thing anyway :-(
Anyway,how about a rocket propelled Grif launcher,sound good? :bounce:


Tue Dec 30, 2008 9:07 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
Jesus, I think this is the first time I've lost all of my troops to crabs. Lucky I had that rocket-launching-rocker-launcher or I would have been screwed.


Tue Dec 30, 2008 9:15 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
Man, that flea crab always ends up lagging everything. Would it be possible to make every flea crab gib only a set amount of times?

First flea crab --> Gibs --> Two more flea crabs --> Gib --> Four more flea crabs --> Gib --> Dead.


Tue Dec 30, 2008 10:59 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
The entire point of it is that it's infinitely gibbing.

Most people use it as more of a tech demo than anything functional.

If you're just having it gib X number of times it's nothing more than a standard unit.


Tue Dec 30, 2008 11:45 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-30-08)
He could do what zalo did and just comment that part out and anyone who doesn't want infinite gibbing can uncomment it.


Tue Dec 30, 2008 11:50 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
Another great update! Now with the Vaper Digger, which can dig through every single material, no matter how tough!


Wed Dec 31, 2008 7:42 am
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
Awesome.


Wed Dec 31, 2008 7:47 am
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
But why would a digger with 'atom-vaperizing energy' not hurt actors?


Wed Dec 31, 2008 9:27 am
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
Does the vapor digger use MO-Terrain glitches instead of the usual sharp MOPixel blast?

Because as far as I can tell, civilian stuff particles should not burn though test...

EDIT: Also, how does it not hurt actors without a HitsMOs = 0?


Last edited by mail2345 on Wed Dec 31, 2008 6:44 pm, edited 1 time in total.



Wed Dec 31, 2008 6:28 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
I think it uses rockets.


Wed Dec 31, 2008 6:34 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (12-31-08)
The Decaying Soldat wrote:
But why would a digger with 'atom-vaperizing energy' not hurt actors?

Because it has sensors that detect moving atoms (such as people and robots) and disables the atom vaperizing energy.

mail2345 wrote:
Does the vapor digger use MO-Terrain glitches instead of the usual sharp MOPixel blast?


Yes, it uses MOSRotatings which displace the terrain.


Wed Dec 31, 2008 7:24 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
Update again! This time I added the Shield Generater, which can create energy shields that go with you, and regenerate them if they get destroyed.


Thu Jan 01, 2009 7:51 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
Shield generator is great. Now I can have actors hold shields for me, without them standing there with nothing after the shield is destroyed, AND without them having an uber-indestructable shield. Hmmm..That was a clumsy sentence...


Thu Jan 01, 2009 10:20 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
These are amazing. Truly fantastic. My favorite of course is the flea crab which feels like I'm unleashing some kind of terrible plague upon the world (in a good way)! I kept screaming at the enemy, "you don't know what you've done by killing that crab!" Could I suggest making the health of the crabs a little larger, so they have time to get away from their friends before gibing to infinity


Fri Jan 02, 2009 2:38 am
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