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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: So yeah, Build 23's up.
The ghost of TLB shall eat your brains!!! Easter eggs!
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Thu May 14, 2009 3:36 pm |
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tea
Joined: Sun May 10, 2009 3:19 pm Posts: 24
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Re: So yeah, Build 23's up.
Can someone post some nice activities with browncoats and medic drones and mega crabs and stuff?
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Thu May 14, 2009 3:41 pm |
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gtaiiilc
Joined: Wed Dec 13, 2006 12:10 am Posts: 562 Location: Termina
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Re: So yeah, Build 23's up.
dummy assault wasn't that hard(but I was mining for like a hour ) see attachment for my EPICNESS! also I didn't use any mods
Last edited by gtaiiilc on Thu May 14, 2009 4:17 pm, edited 1 time in total.
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Thu May 14, 2009 4:14 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: So yeah, Build 23's up.
Roon3 wrote: The ghost of TLB shall eat your brains!!! Easter eggs! hahaha awesome.
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Thu May 14, 2009 4:15 pm |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: So yeah, Build 23's up.
gtaiiilc wrote: dummy assault wasn't that hard(but I was mining for like a hour ) 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
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Thu May 14, 2009 5:30 pm |
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Metal Chao
Joined: Sat May 05, 2007 6:04 pm Posts: 2901
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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 TIMESo STOP MENTIONING IT
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Thu May 14, 2009 5:43 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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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.
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Thu May 14, 2009 6:37 pm |
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TheFlamingBanHammer
Joined: Thu Apr 30, 2009 10:54 pm Posts: 36
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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.
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Thu May 14, 2009 6:50 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: So yeah, Build 23's up.
It's incomplete, Data just released it for some deadline. But yeah, woot and that kinda ♥♥♥♥.
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Thu May 14, 2009 7:48 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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.
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Thu May 14, 2009 9:09 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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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.
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Thu May 14, 2009 9:11 pm |
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Funnycat
Joined: Wed Dec 24, 2008 10:10 pm Posts: 43 Location: Limassol
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Re: So yeah, Build 23's up.
Messing with the trains in skirmish is AWESOME.
Last edited by Funnycat on Fri May 15, 2009 10:14 am, edited 1 time in total.
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Thu May 14, 2009 9:42 pm |
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Charmless
Joined: Sun Apr 01, 2007 2:15 am Posts: 86
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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 [ 900.05 KiB | Viewed 3035 times ]
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Thu May 14, 2009 10:00 pm |
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8-Bit
Joined: Thu Apr 30, 2009 9:57 pm Posts: 67 Location: They've found us! run!
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Re: So yeah, Build 23's up.
I find nothing in the WhiteBot folder. Lol ah well, got the jumper and giant crab now, so all's good.
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Thu May 14, 2009 10:17 pm |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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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
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Fri May 15, 2009 12:32 am |
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