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 DarkStorm Military Technologies - Updated 6/11/09 
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Darlos9D wrote:
I realized some irony: in trying to create a "safe" faction that avoids destruction through mishaps, my mod somehow causes spontaneous explosions.

It's like the CC engine notices that there isn't enough carnage going on, so it creates some to meet a quota.

Also, I think it goes without saying that my mod is always around when I have CC running. Therefor, I can't actually say whether or not this random bullcrap is just as present and frequent with or without it, since I'm never without it long enough to compare.


About Asploding units: Do they always asplode at a certain point on the map or does it do it completely randomly? I have that problem too.


Mon Jun 08, 2009 2:52 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
It appears to be completely random through my experiences.

I will attempt to play CC without DS to see if random exploding occurs aswell, attempt.


Mon Jun 08, 2009 3:01 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I've never gotten these random explosions with DS however i did get them with Mr Evil Ponies (don't know if i spelled it right) zombie mod


Mon Jun 08, 2009 3:08 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Random exploding occurs when you have too many MOIDS on a map at the same time.
Eventually the game will execute some of these MOIDS.
That might be your brain, that Coalition guy over there, or that Ronin army.


Mon Jun 08, 2009 3:25 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
So thats why that happens i just thought it was a random bug with that mod


Mon Jun 08, 2009 3:32 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I've won Dummy assault only twice, want to know how?

WIN! The dummy brain has been destroyed.
Once while i was half way in there base.
Once again (just recently) when I only attacked the first guard.
Oh and DS wasn't installed, so its probably not you and what ever the guy above me posted, some thing about max MOIDS.


Mon Jun 08, 2009 3:34 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
I've actually noticed that the game seems to only be able to handle up to 254 moving objects, if what some functions are telling me is correct. With all the random little particles that fly around, it seems like that could fill up... really fast.

Some progress news: I figured out how to keep rounds heavy and sharp without terrain rape. Fun times.


Mon Jun 08, 2009 5:03 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
The game has a hard MOID cap of 255, above which MOIDs start getting confused and exploding. That's why crab bombs gib random actors.

Particles do not count as MOs for that count; only attachables, limbs, and actors. Although above around 250,000 particles CC has a tendency to crash.


Mon Jun 08, 2009 5:13 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Press Ctrl+P to see how many MOIDs are in use. 256 is max, but remember that 0 counts as a number too, so if it is at 255 or higher, you've got problems. Generally, it caps off at 255, unless you're using the scene editor, in which case it will stay at whatever the number is until somebody gets hit. Then, in layman's terms, ♥♥♥♥ gets funky.


Mon Jun 08, 2009 5:44 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
TLB, can you complain at data about that please? like, towards expanding it?

also, Darlos, for the "REX"-ish thing, i didnt mean a uberstompinatorofdoom style thing, just a mech with a combat presence larger than that of your standard clone. not much more dangerous than a well "piloted" Shogun with an AMSR, Minigun and Point defence systems. It would pump a bit more interest into the mod aswell, but i suppose thats unnecessary.
It would be nice to have at least a nice brutal looking mounted brain, with some kind of defence system. tesla defence? ;)


Mon Jun 08, 2009 6:06 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Wouldn't mele key setting work better if the mele actor checked a global variable, and if it was nil, set it to it's mass so you could just use:
Code:
dsmelekey = x

to change the key?


Mon Jun 08, 2009 6:12 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
TheLastBanana wrote:
Press Ctrl+P to see how many MOIDs are in use. 256 is max, but remember that 0 counts as a number too, so if it is at 255 or higher, you've got problems. Generally, it caps off at 255, unless you're using the scene editor, in which case it will stay at whatever the number is until somebody gets hit. Then, in layman's terms, crap gets funky.


Lol nice one its a pitty there aren't any trippy colours

Ps thats given me an idea for a mod, you take drugs and they create a funky colour thing above your head which lets you be:
Invincible
Super fast
etc


Mon Jun 08, 2009 7:05 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Jimmy Crack Jack wrote:
TheLastBanana wrote:
Press Ctrl+P to see how many MOIDs are in use. 256 is max, but remember that 0 counts as a number too, so if it is at 255 or higher, you've got problems. Generally, it caps off at 255, unless you're using the scene editor, in which case it will stay at whatever the number is until somebody gets hit. Then, in layman's terms, crap gets funky.


Lol nice one its a pitty there aren't any trippy colours

Ps thats given me an idea for a mod, you take drugs and they create a funky colour thing above your head which lets you be:
Invincible
Super fast
etc

Sounds like DarkRP all over again :roll:
(Garrysmod owners will relate)

At least we know that it isn't your mod causing the explosions.


Mon Jun 08, 2009 8:15 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Some one should make my idea if they want i won't on account of i suck


Mon Jun 08, 2009 9:22 am
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Post Re: DarkStorm Military Technologies - Updated 6/5/09
Never mention DarkRP, it's evil.

Also, What was wrong with the active camo? I thought it was sweet, although it'd be better off with a sniper and knife rather than smg and handgun and knife. 1 shot, 1 kill kind of thing.


Mon Jun 08, 2009 11:23 am
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