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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: [B23]Bear Federation Mod: Reboot
Just for a heads up, in the Mac version, it will not load "BF.rte/Null". Where is the place it's used so I can fix it?
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Fri May 22, 2009 8:18 pm |
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Adeptus Sororitas
Joined: Mon May 18, 2009 10:53 am Posts: 36
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Re: [B23]Bear Federation Mod: Reboot
Hey! I noticed, that the second mech, the one with the rocket launcher ... when you kill him or he gets shot and loeses the rocket launcher weapon, the weapon can't be destroyed or picked up.
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Sun May 24, 2009 10:45 am |
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the4runner
Joined: Thu Apr 10, 2008 8:12 pm Posts: 37
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Re: [B23]Bear Federation Mod: Reboot
yep, in the code there will be something like
"GetHitByMOS = 0"
meaning that particles cant hit it. which means you can pick up from the floor because of how the whole game works. you can change it if you really want, but meh. i dont know.
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Sun May 24, 2009 11:52 am |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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Re: [B23]Bear Federation Mod: Reboot
Wow, big necro!
I'm currently preoccupied with a lot of things. Trying to break into LUA and work on my Emporeans. I'll see about making sure this is up to date, maybe sweep up some bugs.
Also the main reason the bot has GetsHitByMOs = 1 is because his guns were soaking up a lot of the fire instead of the mech itself, because it's so dang huge. I'll see if maybe I can figure out how to get the gun to gib upon dropping, but it's backburner for now.
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Mon May 25, 2009 3:20 am |
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Rawtoast
Joined: Mon Apr 06, 2009 9:41 am Posts: 712 Location: New York
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Re: [B23]Bear Federation Mod: Reboot
8-Bit wrote: Just for a heads up, in the Mac version, it will not load "BF.rte/Null". Where is the place it's used so I can fix it? Just put a duplicate of the null file into Base/devises Makes a lot of mods work
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Wed May 27, 2009 1:27 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [B23]Bear Federation Mod: Reboot
Massive necro? Maybe. But this mod is good enough for the front page, anyway, and I have some concerns to bring up.
The ST1 is rather cool, but its design is both a blessing and a curse. The blessing? You can dual wield a 2 handed weapon along with its standard weapons. The curse? Unless the AI has an FG weapon, it CAN'T use the ST1. This is a problem.
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Tue Aug 10, 2010 6:33 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: [B23]Bear Federation Mod: Reboot
The Egotist wrote: Massive necro? Maybe. But this mod is good enough for the front page, anyway, and I have some concerns to bring up.
The ST1 is rather cool, but its design is both a blessing and a curse. The blessing? You can dual wield a 2 handed weapon along with its standard weapons. The curse? Unless the AI has an FG weapon, it CAN'T use the ST1. This is a problem. He who maked this great mod hasn't visited the forums for 2 months.
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Tue Aug 10, 2010 1:21 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [B23]Bear Federation Mod: Reboot
I'm aware.
But AaronLee is in charge of this now, and I think he has been around.
And even when the creator isn't around, in this forum if you complain about a small problem, it is not uncommon for some other modder to post a small fix.
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Tue Aug 10, 2010 6:50 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: [B23]Bear Federation Mod: Reboot
I was talking about AaronLee.
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Tue Aug 10, 2010 6:53 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [B23]Bear Federation Mod: Reboot
Really? That's funny, I thought he posted a week or two ago?
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Tue Aug 10, 2010 7:31 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: [B23]Bear Federation Mod: Reboot
Well it was 3rd of June when he last posted.
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Tue Aug 10, 2010 7:33 pm |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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Re: [B23]Bear Federation Mod: Reboot
What? Yeah I'm not doing much for CC right now. Maybe when I don't have to worry about getting a job or getting deported back to the boondocks I'll see about fixing it. I thought I recoded the ST1 to use the gun in the FG hand. But if not I'll see about fining it sometime in the future.
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Thu Oct 21, 2010 12:30 pm |
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Raseri
Joined: Tue Dec 21, 2010 4:46 pm Posts: 13
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Re: [B23]Bear Federation Mod: Reboot
Cool mod.
Attachments:
File comment: Убрал из меню покупок гибы и аттачи, убрал лишние группы для оружия, пехотинцев, мехов и десантного корабля. А, еще добавил твой патч для совместимости с 23-24 билдами. Темку просто на русскоязычном форуме делал, вот и подредактировал немного мод.
BF.rte.rar [4.47 MiB]
Downloaded 314 times
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Wed Jan 19, 2011 2:47 pm |
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piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
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Re: [B23]Bear Federation Mod: Reboot
^^ What?
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Sat Jan 22, 2011 10:40 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: [B23]Bear Federation Mod: Reboot
Google translate results: Removed from the menu, shopping bends and Attachments, remove unnecessary force to arms, infantry, furs, and amphibious assault ship. And yet added your patch to be compatible with the 23-24 build. Temko just the Russian-speaking forum did, that's a little edit modes.
Apparently it's a modified version from the russian forums.
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Sun Jan 23, 2011 10:04 am |
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