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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
It would be possible if you could change the attachable name with lua.


Thu Feb 05, 2009 11:15 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
At the very least I might program some kind of backstab effect. Though it might work differently depending on the situation. A throat-slash would be cool, as well as an impale if they're lying on the ground or something. Special situations where the shinobi can instant-kill, when paired with their planned stealth abilities, is what will make them what they are.

Perhaps the shogun will be the unit that just mangles things outright. Or obliterates them with some mach punch.


Fri Feb 06, 2009 5:32 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
How about some mortal kombat fatalities combined with stealth?
Sneak up on someone, lift them in the air and rip them in two and they wont even know what the hell was that. x )


Fri Feb 06, 2009 11:22 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Ah, so that's what the punch muzzleflash sprites are for....
Anyway, I still think it would be pretty cool to make an arm leg breaky thing just until b23 comes out...
Also, I know this is ridiculously hard, but would it be possible to have them grab a guy behing them and have them flip over and slam into the ground? It'd have to do some really wacky things with offsets and negative mass particles and carefully planned magazines...


Sat Feb 07, 2009 12:09 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
I have a weird issue that pops up from time to time.

I will play a skirmish game, build a base, setup DS sentry guns, start the game...

then everything goes retarded.

Turrets will randomly explode, they will shoot random things, or my brain explodes (literally).

Is this a Cortex Command issue (too many turrents) or something with DS

I'm using th latest build, 22 of CC, and the latest build of DSMT


Sat Feb 07, 2009 12:55 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
no, actually 411570N3, we're talking about using Lua for these, not negative mass particles or anything. negative mass particles dont really work anyway, they just gib ♥♥♥♥.
phatcat, are you using lots and lots of turrets, or are there heaps of actors on the field? CC fails when there are heaps of actors.. it isnt an issue i get with the turrets to say the least, it might be issues with your CC. have you tried reinstalling? my turrets work fine.


Sat Feb 07, 2009 11:04 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
If you read the preceding sentence then you would understand that I meant using current b22 non lua coding to create a weapon that causes and actor behind you to flip over you and crash into the floor in front of you... or maybe my english are broken agains... The point is that's what I meant.


Sat Feb 07, 2009 12:36 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
no i know that's what you meant but darlos wont be doing any unarmed combat until lua. my other point was that negative mass particles dont work for proper pulling at the moment, they either do nothing or gib random things. the punch muzzleflashes are for the D4 punch btw, which is the shogun equivalent of a knife, comes standard.


Sat Feb 07, 2009 1:00 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
M'kay, I just thought that you thought I what I said was relevent and had the amazing urge to correct you...


Sat Feb 07, 2009 1:13 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos :shock: EPIC The units look so good!
The D80 "Yatagarasu" Drop Ship could be improved by adjusting the dithering a bit and make the plating look better by having a darker color than the ship, also dither the plating a little. If that's possible in the pallet.


Sat Feb 07, 2009 11:53 pm
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote:
At the very least I might program some kind of backstab effect. Though it might work differently depending on the situation. A throat-slash would be cool, as well as an impale if they're lying on the ground or something. Special situations where the shinobi can instant-kill, when paired with their planned stealth abilities, is what will make them what they are.

Perhaps the shogun will be the unit that just mangles things outright. Or obliterates them with some mach punch.

what would be cool is if when Lua came out and if this was possible you could make it so the shogun could pick up and throw enemy units at each other.


cause i so picture the shogun more as a brawler than a HWG


Sun Feb 08, 2009 1:40 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
yeah, me too. i love the sound of the mach punch too, great if you could do that after grabbing them..


Sun Feb 08, 2009 4:32 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
seriously i think weapons should be left to the d22 and the d4 is a melee expert.


Sun Feb 08, 2009 4:41 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
Or we could just do pre-equipped versions labelled with Martial Arts or some such...


Sun Feb 08, 2009 4:45 am
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Post Re: DarkStorm Military Technologies - Updated 11/22/08
The thing is, they're both supposed to be emotionless killing machines, so the Shogun wouldn't really waste energy throwing people. It would, instead, snap their neck. Try that. Instant death by severed nerve.
However, I think the stealth-kill thing would be great. There are times when I wonder what the combat knife is for, it's so weak, and you can get better weapons for cheap.


Sun Feb 08, 2009 9:04 pm
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