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 -Alteisen Arsenal Labs- ))AAL Product [Under work] 
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Joined: Fri Mar 02, 2007 6:59 am
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Location: NSW, Australia
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Geti's version is good, but I'd make the antenna look less stuck on, thicker and more dominant.


Mon Feb 09, 2009 8:09 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Exalion wrote:
Geti's version is good, but I'd make the antenna look less stuck on, thicker and more dominant.

Great, more phallic antennas, hope it doesn't stick.


Mon Feb 09, 2009 8:11 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
your penis has a Y in it?
yeah, i was thinking they looked stuck on, is this better? ignore the removed back antenna..


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Mon Feb 09, 2009 9:48 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
ORANGE!!!! Orange is the color of awsome!!! Im downloading this NOW.

EDIT: I tried it out and its just so marvolous. I like my new toys :twisted:


Last edited by sss505sss on Wed Feb 11, 2009 5:35 pm, edited 1 time in total.



Tue Feb 10, 2009 9:17 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Image

There, some antennas and a tiny flag you can barely notice. Now it looks very important. I hope.
Ain't I awesome? 8)

Another awesome thing is that I managed to finally sprite and code the new unit. He looks awesome and works great. For now, I'll only reveal its name:

AAL Slayer.


...and he was locked up in quarantine with the marines for his retarded legs aswell. : S


Tue Feb 10, 2009 10:47 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
from those pictures your runner needs custom footgroups.
i head the name slayer before, and was going to question what it was.. teaser pic?
also ahahah at your fail walkpaths :) i love the issues you have with them, your marines make me laugh. would you like me to have a look or would that beat your ego down?


Wed Feb 11, 2009 12:12 am
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Post I wonder if you can put smilies in subjects.... :grin:
What's wrong with the legs of the Marines and the Slayer? I might be able fix 'em up.


Wed Feb 11, 2009 1:33 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Hehe sneaky bastards.

The problem is in climbing and crawling. I've managed to get the walking work great, but when the marine encounters a small hill, he's screwed and that f's up possible activities.ini fun.

For now I'll hold on to my ego and try my supersecretspecial trick on them. If that fails, I'll turn to you. But remember, when I give this mod to you, dont leak it. I want the majority to have it served 99.9999999% complete without annoying bugs or other crap.


Wed Feb 11, 2009 1:51 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
For climbing hills use StartSegCount = N and add N number of segments where the actor raises its foot higher than usual. (Before the rest of the walkpath)

Your actor should usually skip the N segments and use them only when needed.


Wed Feb 11, 2009 12:59 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
you think we'd leak it? shame on you. i know exactly what you mean though, which is why im currently holding onto all my mods. i'd rather everyone gets something quality rather than a mess of semi-done content.
climbing ladders is something completely different (i've never been able to get an actor to do that without vanilla/crobo paths) but hills is do-able and fine if you need help. i've got my mammoth tank rolling up hills pretty easily now, and that thing is fat. crawling is something i do need to look into, as i dont have that much experience with crawlpaths, but it would be good practice if anything. i've got the hang of walkpaths pretty quickly, i dont see what everyone has against them (besides the kinda awkward way they're coded).
heres hoping your trick works for a faster release. :)


Thu Feb 12, 2009 4:42 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
awesome mod, cant wait for build 23! hows the Nova Cannon coming along?


Thu Feb 12, 2009 3:46 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Geti wrote:
crawling is something i do need to look into, as i dont have that much experience with crawlpaths, but it would be good practice if anything.


Crawlpaths are generally harder than Walkpaths because you can crawl in the the actor viewer. Would be awesome if you could though. (</hint to numgun>)


Thu Feb 12, 2009 3:54 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
My god! :shock: these look amazing, Numgun!


Thu Feb 12, 2009 9:21 pm
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
NEWS FLASH!

Marines and the "other" unit have undergone some serious angry fisting from me that they actually can walk and climb now! I will proceed to fist them some more and see if I can get the crawling to work.

Image

Also the RGN-V5 rifle has been replaced with a new weapon for the Sniper Marine: The Slug Sniper! It comes with a cool laser dot pointer that freaks the crap out of AI and makes them duck and cover! Now aint that cool? 8)

Image


And last but not least, I reveal the "other" unit I was talking about:
AAL Slayer!

Image

Equipped with 3 different weapon systems, this spec ops unit has high mobility and is capable of regenerating lost hitpoints!


Now besides all that, I'm also beginning to work on a tank for AAL. More on that later!


Sun Feb 15, 2009 2:43 am
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Post Re: -Alteisen Arsenal Labs- ))AAL Product [Under work]
Neat-o.

Hey, I'm having trouble using the ypsilon cannon, you think you could make a dropship that shoots like a ypsilon? Hrrrrmmmm?


Sun Feb 15, 2009 2:46 am
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