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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: TAC Nuke Corp. - Updated 4/18/09  
					
						Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff. 
					
  
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			| Thu May 14, 2009 4:48 pm | 
			
				
					 
					
					 
				  
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				 3 solid 
				
				
					 Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						The Decaying Soldat wrote: College is more important. Uh.. Yeah totally. Lua that sonofagun! 
					
  
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			| Thu May 14, 2009 6:08 pm | 
			
				
					 
					
					 
				  
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I was quite happy when i saw that my mod worked perfectly on the new Build, no need to fix some thingys. Sadly, I think I will keep the last bit ofbrain that didn't burn for the rest of may to complete my exams so, the mod won't really move unless I decide one night that its modding time (happens sometimes... no idea why)
  Next time I mod it i will probably release the next version, I tried to optimize the nuke and I'm sending it now flammable right as I speak so, you'll get some news soon. 
					
  
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			| Fri May 15, 2009 1:37 am | 
			
				
					 
					
					 
				  
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				 TheLastBanana 
				DRL Developer 
				
					 Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						Flammablezombie wrote: Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff. That was me, actually.  But yeah, it shouldn't be too hard to do, the code is all documented and everything.  In fact, FZ, you could do it yourself.  Just change the C4's explosion    
					
  
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			| Fri May 15, 2009 1:54 am | 
			
				
					 
					
					 
				    
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I'm doing the crab right now so when it's done and when FZ is done with the boxed nuke I'll be releasing another update. 
					
  
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			| Sun May 17, 2009 10:28 pm | 
			
				
					 
					
					 
				  
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				 Lizardheim 
				DRL Developer 
				
					 Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						TheLastBanana wrote: Flammablezombie wrote: Make a detonator controlled nuke crate like that C4 Data made for the vanilla stuff. That was me, actually.  But yeah, it shouldn't be too hard to do, the code is all documented and everything.  In fact, FZ, you could do it yourself.  Just change the C4's explosion   couldn't he just make it gib a nuke too?  
					
  
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			| Mon May 18, 2009 8:36 am | 
			
				
					 
					
					 
				  
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				 Geti 
				
				
					 Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						No please. I'd actually like some new explosions.. Or maybe I'll make a better nuke with some Lua-y random mushroomcloud goodness. 
					
  
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			| Mon May 18, 2009 8:43 am | 
			
				
					 
					
					 
				    
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I'm up and running again, lifted from college's cruel embrace to once again feel the liberty! And start learning lua and all that stuff.
  I almost finished the crab too, I only need a few things and maybe a better sprite because this one is basically a recolor of the dreadnought legs.
  Bad thing though, my friend had the brilliant idea of giving me the Sims 3, 2 weeks before its out and I'm so addicted to it that... well... I spend too much of my time playing this stupid game (god I hate Will Wright).
  So yeah maybe in a week I'll let the addiction go and really start messing around in my mod but I promise that I will upload a new version this week, if FZ finishes that remote C4ed nuke. 
					
  
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			| Sun May 24, 2009 10:15 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: TAC Nuke Corp. - Updated 4/18/09  
					
						Having trouble with that actually. I'm gonna get it fixed ASAP. In the meantime, I'm also working on a laser pointer for the GRBM. So the update might take a while, but it'll be work it. 
					
  
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			| Sun May 24, 2009 11:09 pm | 
			
				
					 
					
					 
				  
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I have some trouble with my code. I'm making an emitter (TOP SECRET!     ) and for some reason, it emits the thing that I want something like 1 sec after it gibbed even though I clearly coded startTimeMS = 0 in my code. Code: // The * are not in the original code
  AddEffect = AEmitter    PresetName = *****    PinStrength = 99999    Mass = 0.4    LifeTime = 10000    GlobalAccScalar = -1    RestThreshold = -500    HitsMOs = 0    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = *****    FrameCount = 1    SpriteOffset = Vector       X = 0       Y = 0    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Concrete       Resolution = 2       Depth = 5    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Concrete       Resolution = 3       Depth = 5    DeepCheck = 0    JointStrength = 10000    JointStiffness = 1    DrawAfterParent = 1    AddEmission = Emission       EmittedParticle = AEmitter          CopyOf = *****       ParticlesPerMinute = 200       StartTimeMS = 0       Spread = 0.0001       MaxVelocity = 10       MinVelocity = 15       PushesEmitter = 0    EmissionAngle = Matrix       AngleDegrees = 270    EmissionEnabled = 1    EmissionsIgnoreThis = 1    BurstSize = 1    BurstScale = 1    BurstDamage = 0    BurstTriggered = 0    EmissionDamage = 0    Flash = None    FlashOnlyOnBurst = 0 Any idea why?  
					
  
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			| Sun May 24, 2009 11:30 pm | 
			
				
					 
					
					 
				  
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				 Mind 
				
				
					 Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						First of all, id get rid of starttimems all together, seeing as it is used for when you want delays, but otherwise, i couldnt tell you 
					
  
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			| Mon May 25, 2009 12:27 am | 
			
				
					 
					
					 
				  
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I removed all starttimes but it still have that damn delay... Anyone else...? 
					
  
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			| Mon May 25, 2009 11:57 pm | 
			
				
					 
					
					 
				  
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				 deathbringer 
				
				
					 Joined: Sun Dec 21, 2008 8:16 am Posts: 293
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I decided to give you a little heads up on whats coming up next update. It will look a little like this.  Also like that.  Like this.   And it MAY look like this if i fix that delay bug. (Add a mushroom cap too, it's not finished yet.)  Btw sorry for the double post my mod got kinda overwhelmed. And YES it IS a dynamic nuke with an evolving mushroom without "much" lag. Edit : Whats the size limit for uploads here?  
					
  
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			| Wed May 27, 2009 2:52 am | 
			
				
					 
					
					 
				  
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				 numgun 
				
				
					 Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						I think it was 10mb. 
					
  
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			| Wed May 27, 2009 1:44 pm | 
			
				
					 
					
					 
				  
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				 Shook 
				
				
					 Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
				 
				 
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				  Re: TAC Nuke Corp. - Updated 4/18/09  
					
						deathbringer wrote: I have some trouble with my code. I'm making an emitter (TOP SECRET!     ) and for some reason, it emits the thing that I want something like 1 sec after it gibbed even though I clearly coded startTimeMS = 0 in my code. <huegcode> Any idea why? BurstTriggered = 1. Try it, i'm like 99% sure it works.    
					
  
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			| Wed May 27, 2009 1:53 pm | 
			
				
					 
					
					 
				    
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