UniTec (1.0.0 - CC1.0) - DISCONTINUED
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: UniTec (B23_1.0.0)
Lizard wrote: with the fix (capnbubs?) put out, you can have more than just one working medic drone at a time. Oh, I didn't know about that one. Will do a search then.
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Sun May 17, 2009 12:14 pm |
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t3h_n00b
Joined: Sat Nov 03, 2007 7:58 pm Posts: 64 Location: Izmir, Turkey .
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Re: UniTec (B23_1.0.0)
Gotcha, my friend, this is the probably the best mod after the WH40k mods, thank you so much ^_^
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Sun May 17, 2009 12:18 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: UniTec (B23_1.0.0)
Seriously though, what do you lot think of my idea? Also, moar ideas: Make some mechs. Slow walking, a jetpack too strong enough to lift it, but with 4 sconds of jumptime, and a selection of weapons. Maybe an AHuman. Something like this. It is armed with paint guns, in this picture a paint gun semi-auto rifle and a paint grenade launcher. But anything would be appreciated. I recommend making several types, each armed with different weapons, different levels of armor, different jetpack strengths and jumptimes, like a homing missile AA one that is stuck to the ground, with 2 seconds of jumptime to get to high ground if it needs to, or a machine gun one that has 4 seconds, or a heavy one with 3 seconds. The AA one would not be well armored, as it's supposed to take down defenseless dropships from behind friendly lines. But whatever you do, make the guns unbuyable, and make them gib upon the mechs death, AKA their power supply dies with the mech.
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Sun May 17, 2009 12:28 pm |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: UniTec (B23_1.0.0)
finally...i've been waiting for this to be converted to B23 and i like the mech idea from flammablezombie, we need a generic mech that can take on the kloveskan's oppressor or the AAL's mechs...maybe a mixture of the two, just as manouverable and light but perhaps packing a little more punch? a few homing rocket launchers and cloaking devices (if possible) wouldn't hurt anyone, would they?
Edit: Damnit it doesnt work...i think this is due to some problem i've seen in the support forums about mod preset names being too long...
Last edited by madmonkey43 on Sun May 17, 2009 2:27 pm, edited 1 time in total.
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Sun May 17, 2009 1:24 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: UniTec (B23_1.0.0)
Flammablezombie wrote: It homes in and when it's within a certain distance of its target, it drops several dumb minimissiles for splash damage. I might code this for shits and giggles. Just so you know ahead of time I'm using your idea.
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Sun May 17, 2009 2:21 pm |
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Monkeyz
Joined: Sun May 17, 2009 3:15 pm Posts: 12 Location: Finland
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Re: UniTec (B23_1.0.0)
Yeah, unitec surely rules.
I hope you guys make more lua-based weapons in near future.
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Sun May 17, 2009 3:29 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: UniTec (B23_1.0.0)
Flammablezombie wrote: *Mech stuff* Mechs seem a bit impractical. I'd love to see tank though. (And a small Gunship)
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Sun May 17, 2009 3:44 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: UniTec (B23_1.0.0)
WHO CARES IF IT'S IMPRACTICAL. The MX is uncarriable by humans, and yet Gotcha made it. The Dreadnought isn't practical in an assault, but the tutorial level dummies made damn good use of them. Most of the vehicles in Star Wars aren't practical. in the fictional world, it doesn't need to be practical, or even possible. Don't even try to argue logic or practicality in a world where a robot can shoot a zombie with an M1 Garand and it can look normal.
Also, I don't wanna use Unitec Light. Where's the normal one? Unless you decided to ruin the mod outright by making the actors pre-equipped in every case. EDIT: Oh, you have to edit the index. That's not very newbie friendly. You should provide instructions as to how to do it.
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Sun May 17, 2009 7:47 pm |
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Hobbesy
Joined: Mon Feb 11, 2008 11:11 pm Posts: 711 Location: East of Applachia, West of the Mississippi
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Re: UniTec (B23_1.0.0)
Why don't you go make your own mod then?
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Sun May 17, 2009 11:49 pm |
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Mastermaul
Joined: Fri Aug 15, 2008 6:51 pm Posts: 2
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Re: UniTec (B23_1.0.0)
I don't know if this has been posted, but the only weapons in the "Unitec weapons" section are the fictional unitec ones, not real ones like the M4 and such. The Unitech actors have them though.
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Mon May 18, 2009 1:53 am |
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Dare Devil
Joined: Wed Jan 21, 2009 10:15 pm Posts: 35 Location: Behind pc on the internet
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Re: UniTec (B23_1.0.0)
Another mod where the weapons arent working for me... a problem with the delay on line 8676 of the weapons lite ini
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Mon May 18, 2009 10:26 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 (B23_1.0.0)
@Mastermaul: The buyable weapons /actor list is limited by default. Check the index.ini to enable them. @Dare Devil: I get the feeling you are not using B23...
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Mon May 18, 2009 1:54 pm |
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NoviQ
Joined: Wed Oct 08, 2008 9:00 pm Posts: 5 Location: Warsaw, Poland
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Re: UniTec (B23_1.0.0)
Hi, I'm experiencing some problems with UniTec for B23 - I just put an entire .rte into my CC folder and during the gameload process I get the following error: Quote: blah blah
Reffering to an instance ('Zealot B/M') to copy from that hasn't been defined! in UniTec.rte/Actors/Zealots.ini at line 1584
blah blah
I've checked the code and, for me, it seems that this happens for no apparent reason. Moreover, when I disable the zealots.ini and activities reffering to them in the index.ini file, the game starts and I can load a map, but just after the menu screen fades out, I get dead black screen - no scene is displayed. I'll be very happy to hear some possible solutions - thanks in advance!
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Mon May 18, 2009 10:34 pm |
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Inuyashe
Joined: Sun Nov 30, 2008 4:56 pm Posts: 132
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Re: UniTec (B23_1.0.0)
Novi, I thank ya downloaded the wrong file. The B23 download is at the top of Gotcha's first post.
The 'G/M' thing is only in the B22 version.
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Mon May 18, 2009 10:40 pm |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: UniTec (B23_1.0.0)
NoviQ wrote: Hi, I'm experiencing some problems with UniTec for B23 - I just put an entire .rte into my CC folder and during the gameload process I get the following error: Quote: blah blah
Reffering to an instance ('Zealot B/M') to copy from that hasn't been defined! in UniTec.rte/Actors/Zealots.ini at line 1584
blah blah
I've checked the code and, for me, it seems that this happens for no apparent reason. Moreover, when I disable the zealots.ini and activities reffering to them in the index.ini file, the game starts and I can load a map, but just after the menu screen fades out, I get dead black screen - no scene is displayed. I'll be very happy to hear some possible solutions - thanks in advance! Go into Weapons.ini and look for the Mosin Nagant sniper. Comment it out. That made it work for me. And yeah. Did you DL the B23 version?
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Mon May 18, 2009 10:44 pm |
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