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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: DarkStorm Military Technologies - Updated 11/22/08
Very nicely made faction =3 Hope to see more for this.
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Sun May 17, 2009 3:35 pm |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: DarkStorm Military Technologies - Updated 11/22/08
This is probably the biggest topic that there ever was on DataRealms, you should be proud Darlos. :3
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Sun May 17, 2009 3:37 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Grif wrote: Quote: local fxa = CreateAEmitter("Teleporter Effect A"); fxa.Pos = self.Pos; MovableMan:AddParticle(fxa); Taken from teleporter module code. YES okay I got it guys.
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Sun May 17, 2009 4:10 pm |
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Monkeyz
Joined: Sun May 17, 2009 3:15 pm Posts: 12 Location: Finland
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Re: DarkStorm Military Technologies - Updated 11/22/08
Nice pack, Nice Story, Nice life, Nice pie...Oh wait, no pie.
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Sun May 17, 2009 5:16 pm |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: DarkStorm Military Technologies - Updated 11/22/08
Shard wrote: This is probably the biggest topic that there ever was on DataRealms, you should be proud Darlos. :3 That questionable honor goes to my bastard child "The Twisted Spork", 217 pages before being locked. Darlos, question; are you going to up the toughness on the weapons for the Shogun? Because currently they break if the enemy so much as coughs on them, leaving my Shogun in a position to beat the living daylights out of everyone with his bare fists.
Last edited by AlphaCommando on Sun May 17, 2009 10:06 pm, edited 1 time in total.
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Sun May 17, 2009 8:50 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: DarkStorm Military Technologies - Updated 11/22/08
Darlos9D wrote: Flammablezombie wrote: Works for me! Also, Darlos, you should make that ninja takedown combat knife. That would be epic. The what now? The knife where if you sneak up on them from behind and stab them they instagib in a shower of blood.
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Sun May 17, 2009 8:59 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: DarkStorm Military Technologies - Updated 11/22/08
I miss "The Twisted Spork" (I was gonna say that but decided nah XD)
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Sun May 17, 2009 9:04 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
some basic unarmed combat that at least knocks back foes would also be great. and some stun on the knife. but im sure i can trust you to make something awesome. also, grif, it was explained 2 posts earlier, why repeat it?
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Mon May 18, 2009 4:44 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Geti wrote: and some stun on the knife Oh, geeze, yeah it's an electric knife isn't it? That'd make sense...
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Mon May 18, 2009 5:19 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: DarkStorm Military Technologies - Updated 11/22/08
Holy crap I can't believe this thread is still running. Bravo.
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Mon May 18, 2009 5:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
would make knifing people a lot more fun. you could also do some flashwhite fun Code: actor:FlashWhite(300); adjust the time in ms accordingly. maybe do it in pulses or something. have you made any progress on ammo types? im wondering if it be possible to use a HDFirearm to set either a few global table values (actor, current ammo type, weapon to use with) or something. prepare for some buy menu clutter regardless, unless you can get the GUI working..
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Mon May 18, 2009 5:37 am |
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MECAGUY03
Joined: Thu Aug 30, 2007 4:36 am Posts: 65
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Re: DarkStorm Military Technologies - Updated 11/22/08
Are These fixed for B23? cause i like to have darkclones, i can only run on DStech for so long...
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Mon May 18, 2009 7:55 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DarkStorm Military Technologies - Updated 11/22/08
Just use it. There shouldn't be any "fixing" necessary.
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Mon May 18, 2009 2:34 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: DarkStorm Military Technologies - Updated 11/22/08
Awhile back didnt you say something about a clocking/cloacked DK and some healing ones ?_? You still planning on doing that ?_? (Sorry if you already said that only started watching the thread again recently)
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Mon May 18, 2009 2:55 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: DarkStorm Military Technologies - Updated 11/22/08
hay guise thay Rnt kawld darklones nemore thay R kawld "tengus" seriously though, that changed ages ago. and yes, stealth and espionage is on its way.
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Thu May 21, 2009 5:48 am |
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