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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: UniTec (1.0.5)
Nothing necessarily wrong with that mindset - and making it more convenient is always welcome.
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Tue Jan 27, 2009 7:09 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.5)
Exalion wrote: ...is there any actual difference between all of those coalition resprite actors? The more expensive the unit, the longer it lasts (particles and impact resistance), the greater amount of jumptime it has and its visual range increases. Stuff like that. Like I said before, in the future I want to them to have something special, like the medic actually being a medic, the recon having the ability to call in for an light airstrike with his laser pointer, the night ops having a reduced chance of being detected, but most things like this probably won't happen. Giving actors standard equipment has hit a wall. I realised that giving them weapons adds the extra weapons to enemies as well, making them overweight. I don't feel much for duplicating actors to work around this. I'll figure out some other creative way to get what I want. Gawd, I wish we had customised tabs. @tons0phun: I figured the missile weapons are more fun this way. You can use some to fire up in the sky to have the missiles/rpgs land behind a wall, on someone's head. The stronger missile launchers can be launched across the map to hit someone in the back. The skeleton, yeah, I think there's some rotting flesh left under that armour of his. Glad you like it.
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Tue Jan 27, 2009 11:59 am |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: UniTec (1.0.5)
Whoa... Wait pre-equipped. NO! Are you going to make a version without the pre-equipped? I love the actors how they are now. Sometimes I'll order a commando with a browning, and sometimes I'll give him a bow. sometimes both. I don't want him packed with a bunch of weapons that I never would use with him. And with so many actors, it's going to annoy me to edit every one for every new version!!! Please make a separate version! I don't want my favorite mod going downhill! Also, is it possible to make the grenades not explode in my face. Before I let the grenade go it disarms my actor (literally, my dude's arm falls off).
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Wed Jan 28, 2009 1:08 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.5)
Thanks, pieman. I think I'll add 4 or so actors which come pre-equipped and leave the rest as they are. I don't understand the grenade thing though. I don't seem to have the same problem.
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Wed Jan 28, 2009 7:59 am |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: UniTec (1.0.5)
Gotcha! wrote: Thanks, pieman. I think I'll add 4 or so actors which come pre-equipped and leave the rest as they are. I don't understand the grenade thing though. I don't seem to have the same problem. Thank you! As for the grenades I might have picked up a bad one. I'll experiment soon.
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Wed Jan 28, 2009 6:53 pm |
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QiggerMonkey
Joined: Sun Jan 11, 2009 1:32 am Posts: 3
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Re: UniTec (1.0.5)
Pieman your not the only one with grenade trobles but for me it happens with every thing but standard grenades.
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Wed Jan 28, 2009 7:01 pm |
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pieman280
Joined: Sat Oct 20, 2007 11:17 pm Posts: 199
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Re: UniTec (1.0.5)
QiggerMonkey wrote: Pieman your not the only one with grenade trobles but for me it happens with every thing but standard grenades. I know. The only grenades that work are the standard, and cavecricket's halo plasma grenade (I somehow fixed it myself, but I just can't remember what I did). I think it's a B22 glitch some people are getting. I can still use grenades, but I have to throw them the second I hit the button.
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Wed Jan 28, 2009 7:07 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: UniTec (1.0.5)
I was playing with Uni-tech one day and decided to go low-tech. So I equipded my brain unit with a katana, throwing knives, and a compound bow to go zombie-hunting. Then I realized the throwing knives actually penetrate targets better than the bow. I could hardly break a zombie's neck with an arrow but kills it with one knife. Then I thought wtf do I need the bow for?
It's a minor thing but I do hope to have it fixed. Like...you can throw shurikens really fast but it has a medium range and low penetrating power/damage.
Then the throwing knives should have less range(matches the 'kill-over-cover' description you give to the knife) but more penetrating power and less firing rate.
Finally, the bow would have the most range and penetrating power but lowest firing rate. How's that?
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Fri Jan 30, 2009 10:52 am |
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janco
Joined: Sun Feb 01, 2009 6:09 pm Posts: 2
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Re: UniTec (1.0.5)
When i try to use the custom activities, the game crashes saying it cant find the Coalition, Ronin or whatever units.
So tragic
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Sun Feb 01, 2009 6:11 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.5)
@The Decaying Soldat: Well, the bow/arrow has a different kind of mechanism (copyright Duh102). The arrow is a heavy weight projectile that does blunt damage. Do you prefer the arrow behaving like a bullet? (That's what the throwing knives and shurikens are really.)
@Janco: Used the correct version with your CC build?
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Tue Feb 03, 2009 10:14 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: UniTec (1.0.5)
Well, at least arrows does work more like a bullet than knives do.
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Wed Feb 04, 2009 1:03 pm |
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Poog
Joined: Sun Feb 08, 2009 4:17 am Posts: 6
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Re: UniTec (1.0.5)
Hello,
I'm running CC B22 on my MacBook (OS X 10.5.5) and I placed this mod's folder into the Resource folder, with all the other .rte's. Anyway, I got this error message (attached) towards the end of CC's startup process. This mod's immense collection of weapons looks pretty awesome---anyone know what might fix it on my CC?
Attachments:
ccmodprob.jpg [ 36.18 KiB | Viewed 4501 times ]
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Sun Feb 08, 2009 7:27 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: UniTec (1.0.5)
1 ) Goto Cortex Command/Coalition.rte/Devices/RPGs 2 ) Click RPGs.ini 3 ) Press Apple+F (or whatever find is) 4 ) Look for "AddAmmo = AEmitter" 5 ) Click Find twice 6 ) At the line below the now highlighted there should be a "PresetName = <blah>" 7 ) Goto Unitech.rte/Devices/Ammo.ini 8 ) Press Apple+H (or whatever replace is) 9 ) Find "Shell Rocket Launcher" and replace with "<blah from step 6>" 10 ) Click replace all 11 ) Try playing again
Last edited by 411570N3 on Sun Feb 08, 2009 12:27 pm, edited 1 time in total.
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Sun Feb 08, 2009 7:50 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (1.0.5)
Thanks for helping, 411570N3. Is it functioning now, Poog? (I did notice a backslash in one of the files. I hope that won't be a problem on Apples.)
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Sun Feb 08, 2009 12:04 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: UniTec (1.0.5)
Gotcha! wrote: Giving actors standard equipment has hit a wall. I realised that giving them weapons adds the extra weapons to enemies as well, making them overweight. I don't feel much for duplicating actors to work around this.
I'll figure out some other creative way to get what I want. Gawd, I wish we had customised tabs.
All you need to do is to remove all weapons from the enemies that youre planning to equip and equip the actors like you were intending to. You can leave a few actors without pre-equipped guns and use those as enemies to wield the other weapons that you didnt assign to any units. The players can also choose these empty actors to buy what they want.
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Sun Feb 08, 2009 3:06 pm |
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