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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: DarkStorm Military Technologies - Updated 5/27/09
Haven't tried this, but can't you run lua from attachments?
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Wed May 27, 2009 10:59 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 5/27/09
Sweet, finally an update! I love you Darlos :3
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Wed May 27, 2009 11:02 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 5/27/09
mail2345 wrote: Haven't tried this, but can't you run lua from attachments? Nope, and others will confirm this. It's the current major drawback of Lua scripting in CC. You can't run Lua from attachments, and also can't call functions or variables on attachments from other scripts.
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Wed May 27, 2009 11:02 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: DarkStorm Military Technologies - Updated 5/27/09
YES! VERY YES! OHHHOHOHHO YES! TIME TO SPLODE SUM STUFFS!!!
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Wed May 27, 2009 11:31 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 5/27/09
That yosei is amazing. I love its ability to hang in the air!
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Wed May 27, 2009 11:37 pm |
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The Cling Clang
Joined: Fri Feb 15, 2008 8:54 pm Posts: 92 Location: New England
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Re: DarkStorm Military Technologies - Updated 5/27/09
Darlos9D wrote: -Raiju "drop pod" replaced with Raiju "wormhole generator." I liked the drop-pod...
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Wed May 27, 2009 11:40 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 5/27/09
Aye, but the wormhole one... wait... I liked it better too... This is still epic as a turret deployer though! And the troops don't automatically get surprised and only point to the left upon arrival on the field if left to the AI (Has anyone else ever had this?) the only problem that needs to be solved is it raping terrain. I'd prefer if it didn't really, although it does fill in the hole it makes...
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Wed May 27, 2009 11:43 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DarkStorm Military Technologies - Updated 5/27/09
I really hate the Chaff Grenade now, I preffered the first version, with the sparkling explosion.
The EMP Grenade is a device of hardness!
I still love the revolver, and plus give it a faster reload time, because it seems like they are hand loading it.
And the point defense system seems to be using some interesting features...
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Wed May 27, 2009 11:56 pm |
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striker121
Joined: Tue Jul 03, 2007 10:24 pm Posts: 253 Location: In the house next door, eating your neighbors.
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Re: DarkStorm Military Technologies - Updated 5/27/09
I would yell and say WOOT! except the DL isn't working. Mediafire is saying that the key is wrong and the file was most likely removed....
Last edited by striker121 on Thu May 28, 2009 12:06 am, edited 1 time in total.
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Thu May 28, 2009 12:01 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 5/27/09
Flammablezombie wrote: Aye, but the wormhole one... wait... I liked it better too... This is still epic as a turret deployer though! And the troops don't automatically get surprised and only point to the left upon arrival on the field if left to the AI (Has anyone else ever had this?) the only problem that needs to be solved is it raping terrain. I'd prefer if it didn't really, although it does fill in the hole it makes... I suppose I should make it lighter... Actually, about 5 minutes after posting my update I realized that using the Raiju to drop in turrets isn't the best idea, since you can't put them indoors and also can't put them wherever the drop zone is limited. I think instead I'll make some kind of hand-held "constructor" device that you just drop wherever you want the turret.
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Thu May 28, 2009 12:04 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: DarkStorm Military Technologies - Updated 5/27/09
Darlos9D wrote: Flammablezombie wrote: Aye, but the wormhole one... wait... I liked it better too... This is still epic as a turret deployer though! And the troops don't automatically get surprised and only point to the left upon arrival on the field if left to the AI (Has anyone else ever had this?) the only problem that needs to be solved is it raping terrain. I'd prefer if it didn't really, although it does fill in the hole it makes... I suppose I should make it lighter... Actually, about 5 minutes after posting my update I realized that using the Raiju to drop in turrets isn't the best idea, since you can't put them indoors and also can't put them wherever the drop zone is limited. I think instead I'll make some kind of hand-held "constructor" device that you just drop wherever you want the turret. But it needs to either eat your gold, or have to charged.
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Thu May 28, 2009 12:23 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: DarkStorm Military Technologies - Updated 5/27/09
Can you upload the old Darklone mod for B23? The melee aspect of that mod really had me interested. Too many mods now are ranged combat focused.
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Thu May 28, 2009 12:25 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: DarkStorm Military Technologies - Updated 5/27/09
Would like to make first comments on the Yosei. Control is very smooth, but doesn't have the feel of a scout drone. Lack of a small 'hovering' motion up and down looks weird, and the stability is made further weird by not being able to knock it out of the air into a spin. Gibs are nice though. Right now I think it's little more than a mobile turret. It's interesting, but doesn't have the right feel.
Terrain rape on the Machine Gun Shishi bothers me a lot. That and the dinky muzzle flash that looks too neat and orderly. Glow is nice, just the fire/smoke ball sprites don't look right coming out in a straight line.
New teleporter is nice. Very nice. A little heavy, but works effectively and looks real nice, especially with the turrets. Only problem is it occasionally fudges up when not placed on level terrain.
Point defense is quite effective and I like the charging system you've set up. The static blue circle bothers me a little, but it's certainly preferable to lag. Nice spriting on the turret, too. Grenades are nice and work real well. Chaff is effective as always, and the new EMP works well. Works on all units, so I suggest some handwavium on how it interferes with the controller's signal or something. Handwavium! Woo! The sprite is a little weird in that you can easily discern a rigid boundary to the effect. A little too neat, perhaps make some 'particles' leak out of the area of effect.
A small note on the Shogun's punch.. ineffective sometimes against crabs?
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Thu May 28, 2009 1:14 am |
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Tesseract
Joined: Tue Jan 13, 2009 10:05 am Posts: 5
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Re: DarkStorm Military Technologies - Updated 5/27/09
Great work! Definitely in my top 5 favorite mods. A few bugs/suggestions:
-Missiles from the missile turret seem to harmlessly bounce off everything most of the time. The safety system is great, but it seems to be a little -too- safe. -The D13 mounted machine gun is great, but it does seem to cause too much terrain rape. Its pretty much uber anyways, a bit of a nerf wouldn't hurt it too bad imo. -The wormhole droppod is pretty nifty, but having each of those individual weapons kinda spams the "craft" menu.
*still testing... more to come.
Last edited by Tesseract on Thu May 28, 2009 5:17 am, edited 1 time in total.
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Thu May 28, 2009 1:45 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: DarkStorm Military Technologies - Updated 5/27/09
Darlos, you just are amazing. All there is to say
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Thu May 28, 2009 1:57 am |
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