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LtCORTES
Joined: Thu May 07, 2009 7:42 am Posts: 47 Location: Russia
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Made very good, but Rocket Silo used to be very difficult). Rockets are just a stick and explode, but for the soldiers is a very even match.
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Fri May 22, 2009 4:12 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Make controllable doors
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Fri May 22, 2009 2:34 pm |
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DimJim
Joined: Wed Sep 24, 2008 1:25 pm Posts: 20
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
I'd like to see a death pit with a cleaner at the bottom so it doesn't get messy after a few kills.
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Fri May 29, 2009 9:16 pm |
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Ghastly Sniper
Joined: Sat Apr 18, 2009 5:03 am Posts: 12
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Awesome! Cargo bay canopy doors would be nice.
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Sun May 31, 2009 2:25 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Lizard wrote: Make controllable doors I remeber when there were only controlled doors.
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Sun May 31, 2009 2:40 am |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Update Bump!
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Mon Jun 22, 2009 5:41 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Whoa! you made the zombie thing I suggested! And not only that, but you did it extremely well. I hope someone takes the zombie defence I suggested, if not, I might try to make it on my free time since its gonna be fun. Also that bunker works as an excellent instaskirmish base that has everything you need. *D/L* and keeper!
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Mon Jun 22, 2009 7:33 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Thank you! ^^ I'm glad you like it, I've gotten good at modules now. I aim to please.
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Mon Jun 22, 2009 8:18 pm |
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Wingwolf
Joined: Mon May 07, 2007 1:49 pm Posts: 98
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Re: CombatModules V3 - Doainar Control Room + Other stuff! (WIP)
Good to see all that work you did in College paid off! I'm thinking of throwing some sprites together. If I do you wanna make modules with em for your pack?
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Mon Jun 22, 2009 9:42 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules V5 - Doainar Control Room + Other stuff! (WIP)
Minor Update!Added Lua Screens, fixed a few of my other modules and put the zombie defence bunker into the CombatModules folder/pack so that it doesn't have to be downloaded separately. More updates soon... Maybe. CBM02
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Sun Aug 23, 2009 5:31 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules V5 - Doainar Control Room + Other stuff! (WIP)
Minor bug report:
the only grenades I can get to work in the grenade trap, are either A) not impact grenades B) Molotovs
I can't get any of the others to just sit there. but i can at least get 5 molotovs per module.... The only way I can think of to correct this, is to use lua to either A) include duplicates with pre-placed explosives B) use lua to make TDE's pinned inside the area.
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Thu Aug 27, 2009 1:50 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: CombatModules V5 - Doainar Control Room + Other stuff! (WIP)
I missed that, I actually missed the zombie defend modules! No way! I'm in love with them now.
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Thu Aug 27, 2009 2:20 am |
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