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 So yeah, Build 23's up. 
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Joined: Sun May 11, 2008 12:50 pm
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Post Re: So yeah, Build 23's up.
The ghost of TLB shall eat your brains!!!
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Easter eggs!


Thu May 14, 2009 3:36 pm
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Joined: Sun May 10, 2009 3:19 pm
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Post Re: So yeah, Build 23's up.
Can someone post some nice activities with browncoats and medic drones and mega crabs and stuff?


Thu May 14, 2009 3:41 pm
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Joined: Wed Dec 13, 2006 12:10 am
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Location: Termina
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Post Re: So yeah, Build 23's up.
dummy assault wasn't that hard(but I was mining for like a hour :P )
see attachment for my EPICNESS! also I didn't use any mods :twisted:


Last edited by gtaiiilc on Thu May 14, 2009 4:17 pm, edited 1 time in total.



Thu May 14, 2009 4:14 pm
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Post Re: So yeah, Build 23's up.
Roon3 wrote:
The ghost of TLB shall eat your brains!!!
Image
Easter eggs!


hahaha awesome.


Thu May 14, 2009 4:15 pm
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Joined: Mon Apr 06, 2009 9:41 am
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Location: New York
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Post Re: So yeah, Build 23's up.
gtaiiilc wrote:
dummy assault wasn't that hard(but I was mining for like a hour :P )



Really? I mined it the first time and it took like 4 min, and then it was done. Then I did it again without mining and it wasn't too hard. you just need to drill through with a digger to get the near turret, and then use a grenade launcher to take care of the other one.

I did the whole thing just using found weps :P


Thu May 14, 2009 5:30 pm
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Post Re: So yeah, Build 23's up.
3POK_PHALE wrote:
The shells from the bullets can kill you, which I've pointed out repeatedly before


Yes. You have.
And numgun read it and responded THE VERY FIRST TIME

So STOP MENTIONING IT


Thu May 14, 2009 5:43 pm
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Joined: Mon Jun 04, 2007 5:55 am
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Location: Ohio
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Post Re: So yeah, Build 23's up.
Open wildlife.rte, Change all values of Buyable = 0 to buyable = 1

Open Base.rte/scenes/objects/scripted/Scripted objects.ini and train.lua

Code:
AddActor = ACRocket
   InstanceName = Station Bullet Train
   Mass = 300
   HitsMOs = 1
   Buyable = 0
   GetsHitByMOs = 1
   RestThreshold = -500
   ScriptPath = Base.rte/Scenes/Objects/Scripted/Train.lua
   SpriteFile = ContentFile
      FilePath = Base.rte/Scenes/Objects/Scripted/Train.bmp
   FrameCount = 1
   SpriteOffset = Vector
//it keeps going

buyable = 1.

To figure out all of how it works all the code is there. It actually took me a while to find the file.

i had to open the scene ini for the train station, find the object name, then, use the windows search thingey, in base.rte for files containing 'train'. that's more work than I'm used to just to enable get to use things. Now i'm off to do a clean install to see whats missing.


Thu May 14, 2009 6:37 pm
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Joined: Thu Apr 30, 2009 10:54 pm
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Post Re: So yeah, Build 23's up.
As I came home on the first day of my summer vacation, I sat down on my computer to play some good old B22 CC. In my neverending quest for knowledge about what's good with the modding community, I checked all the usual topics I check when I log on...including the dev log. "HOLY ♥♥♥♥ BUILD 23! W00T, WINRAR, HELLZ YIZZEAH HONKAY!" Is how I expressed my jubilation into the wee hours of the night.


Thu May 14, 2009 6:50 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: So yeah, Build 23's up.
It's incomplete, Data just released it for some deadline. But yeah, woot and that kinda ♥♥♥♥.


Thu May 14, 2009 7:48 pm
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Post Re: So yeah, Build 23's up.
numgun wrote:
But yes, it was inspired by your arach unit(fun thing to play with), so basically I only took the idea but I did everything else from scratch like the code and sprites.


Ah, that explains it. Thanks! :)

... Actually, I feel kind of honored to have inspired a Content Developer. :P


Thu May 14, 2009 9:09 pm
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Post Re: So yeah, Build 23's up.
Yeah, well now all that remains is to make it good for anything except lawn mowing and gib removing.


Thu May 14, 2009 9:11 pm
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Post Re: So yeah, Build 23's up.
Messing with the trains in skirmish is AWESOME.
Image


Last edited by Funnycat on Fri May 15, 2009 10:14 am, edited 1 time in total.



Thu May 14, 2009 9:42 pm
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Post Re: So yeah, Build 23's up.
I guess the dummies didn't want to face the shame of defeat.

They committed seppuku with a turbo digger. How anticlimactic.


Attachments:
dummy suicide.bmp
dummy suicide.bmp [ 900.05 KiB | Viewed 3036 times ]
Thu May 14, 2009 10:00 pm
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Joined: Thu Apr 30, 2009 9:57 pm
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Location: They've found us! run!
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Post Re: So yeah, Build 23's up.
I find nothing in the WhiteBot folder. Lol :P

ah well, got the jumper and giant crab now, so all's good. :D


Thu May 14, 2009 10:17 pm
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Post Re: So yeah, Build 23's up.
<3 <3 <3 I love the medic bot so much, it adds a whole new dimension to gameplay, however I am mildly disgruntled the Ronin (My faction of choice) didn't get as much new stuff as everyone else (though the differences between actors is ballin). I'm gonna go try to make a Ronin nurse sprite (probably fail), and then con one of my friends to code the Lua for me.

The crab mission was a nice first-mission, simple and very easy. Maginot was really fun, and the dummy mission was as good as that assassination mission, if the dummy didn't keep digging through their own base and turning their brain into paste.

The balance is really pimp, this is what I've been waiting for. Not so much insta kill, but they're powerful enough to be satisfying.

Also: OMG lua weapons


Fri May 15, 2009 12:32 am
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