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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 (1-01-09)
GopherLemming wrote:
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

You don't know what you're talking about.


Fri Jan 02, 2009 2:41 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
CandleJack wrote:
You don't know what you're talking about.


I thought I had a pretty good idea. Currently the crabs each have 100 health. By increasing that value they would survive longer? If I'm wrong please correct me, since I'm experimenting with actors at the moment.


Fri Jan 02, 2009 3:33 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
Health is NOT a number, it's a percent. The crab infinite gibbing is caused by them crushing themselves, which is not a matter of health. Also, they won't walk away from each other even if they live longer.


Fri Jan 02, 2009 3:36 am
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REAL AMERICAN HERO
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
Hey CandleJack, would you kindly stop acting like you know anything at all about CC?


Fri Jan 02, 2009 4:55 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
If you want to improve the infinite-gibbing crab, forget about it. It serves no purpose aside from crashing your CC.

Instead, I suggest making a crab that spawns a finite number of times. This would turn the flea crab into a walking crab bomb, but they stop spawning new crabs just before it crashes your CC. That should serve SOME use.


Fri Jan 02, 2009 5:12 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
I just tried the RPGLL an flea crab out. Fun stuff.

@CandleJack: Health is a variable. Not even hidden. "Health = #".


Fri Jan 02, 2009 5:18 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
It is possible to make it not lag by turning them into 1 gibbers or adding a health reducing gun, as health kills do not cause gibbing.


Fri Jan 02, 2009 6:22 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-01-09)
mail2345 wrote:
It is possible to make it not lag by turning them into 1 gibbers


I thought this was a good idea. Immortal wildlife :). Changed the crab rocket count to 1 instead of 2, and it worked, until it died from being crushed and then the following happened:


Attachments:
File comment: Why are there bodies of crabs falling from the sky?
ScreenDump000.bmp
ScreenDump000.bmp [ 1.37 MiB | Viewed 5327 times ]
File comment: Obviously it's a crab fountain!
ScreenDump001.bmp
ScreenDump001.bmp [ 1.37 MiB | Viewed 5329 times ]
Fri Jan 02, 2009 12:16 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (1-02-09)
Update: 5 Barreled Machine Gun. Credits to Geti for the idea. Here's gow it fires:
V 5 Barrels V
_______
_______| A
_______| B
_______| A
_______| B
_______| A

It takes turns firing the A barrels and then the B barrels, firing in bursts of 2 and 3.

Several People wrote:
(talk about how to make it not lag or make it gib only one self gibbing crab)


The whole purpose of the flea crab is to multiply when gibbbed. Or else it would just be a Pheonix Crab, or a Crab Crab.


Fri Jan 02, 2009 8:38 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
Update. This time I added the Cage Gun, which traps whatever you shoot at in a cage. And there really should be a bump button after editing the main post.


Sat Jan 03, 2009 1:36 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
Cricket, you have too much time on your hands.
Go read War and Peace a few times.
But above all, don't stop posting these mods.


Sat Jan 03, 2009 1:41 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
Can you try to make that returner gun me and that other person wanted? It shoots an explosive that gibs into an invisible pinned craft that after delivering its fake cargo, opens its doors to suck in anything near it then immediately uses a time delayed emitter to unpin itself and send it into space.

Edit: Also, maybe you could use a similar method to make a gun that allows you to fly to cross hair of the gun.


Sat Jan 03, 2009 2:25 am
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
CaveCricket48 wrote:
And there really should be a bump button after editing the main post.


Amen to that.

Nice mods, a question though.

is it possible for the 5bmg to shoot all 5 barrels at once? did you do it the way it is intentionally? because I want to know if it's possible to make a gun with 16 barrels or something, that all fire either all together or one after the other. not for any other reason other than to know whether or not it can be done.


Sat Jan 03, 2009 12:00 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
Exalion: See: viewtopic.php?f=61&t=13291


Sat Jan 03, 2009 12:02 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (1-03-09)
CandleJack wrote:
Can you try to make that returner gun me and that other person wanted? It shoots an explosive that gibs into an invisible pinned craft that after delivering its fake cargo, opens its doors to suck in anything near it then immediately uses a time delayed emitter to unpin itself and send it into space.

Edit: Also, maybe you could use a similar method to make a gun that allows you to fly to cross hair of the gunz

I'll give it a shot.

Exalion wrote:
is it possible for the 5bmg to shoot all 5 barrels at once? did you do it the way it is intentionally?

Yes, I made it alternate so it isn't a laser like Solace did. Than it wouldn't be an MG anymore.


Sat Jan 03, 2009 9:57 pm
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